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DDAL07-12 In Search of Secrets (5e) $3.99
Average Rating:3.2 / 5
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DDAL07-12 In Search of Secrets (5e)
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Roger M. [Verified Purchaser]
Date Added: 03/30/2024 10:14:08

This is dungeon crawl with only traps and one combat. But when a 11th cleric casting one spell (Heroes' Feast) can turn the dungeon from slightly dangerous to easy. And having auto trigger traps which a thief can not disarm is bad design. I added five to highest dc in each room to for a thieves tool check to make fun for the theif. My players were very not happy with the run through and begged me to try to make the ONLY fight deadly and I have to redo the map to fit more monster in.



Rating:
[1 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Briana C. [Verified Purchaser]
Date Added: 12/02/2022 22:48:16

The core of this adventure is a straightforward dungeoncrawl. Which is sometimes exactly what you want. My group really enjoyed the game but it has a couple flaws that keep it from being great.

-The map isn't numbered, which can make it hard to tell which room of the temple is which at a quick glance. -The final battle is very undertuned for a Tier 3 party. If you have an optimized group, be prepared to scale things up. -The underlying background plot is a bit confusing and easy for the party to miss.



Rating:
[4 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Thomas H. [Verified Purchaser]
Date Added: 11/28/2018 09:57:10

I liked this dungeon.... A lot. It was such a twist compared to the other modules this season. Lots of (dangerous) traps. Lots of things for the players to discover. It really was a lot of fun.



Rating:
[5 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Chris P. [Verified Purchaser]
Date Added: 08/28/2018 11:56:24

This mod is great to run if you need a quick theatre-of-the-mind to run with little prep-time, but otherwise I would advise skipping it. The hook with the compass rock is fun and interesting, but everything kind of slows down once the players get to the temple. The first puzzle is extremely unintuitive, and if a player doesn't speak a certain exotic language, literally impossible to figure out. Roleplaying the ghost character was very fun for me and the players. The reason I suggest running this theatre-of-the-mind is that it only has one or two combats both of which are extremely easy, even for small or low-level parties.



Rating:
[3 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Nathan B. [Verified Purchaser]
Date Added: 08/27/2018 07:52:01

solid module but ruined by a single spell, turned great levels of difficulty into a cake walk



Rating:
[3 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Tim L. [Verified Purchaser]
Date Added: 08/23/2018 05:50:04

Normally I'm a hack and slash guy, so when I saw this only has 1 fight I was a little skeptical. It was a solid fight that kept the players on their toes more than I thought it would.

The traps I though were well done, but a T3 group that is smart can bypass them easily. Which I think is a good thing to reward players for playing well instead of TOA blatingly screwing players regardless of what they do.

I am a little curious if Kelvin is suppost to be Keraptis in another disguise (like in DDAL6-2 The Redemption of Kelvan). If so getting his own name wrong totally fits his character.

All in all one of the best 2h mods I've ran in a while.



Rating:
[5 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Jon K. [Verified Purchaser]
Date Added: 07/25/2018 02:26:01

The puzzles and traps in this module work to varying degrees of success. One trap in particular require such a specific set of circumstances that it can take forever. Our group just gave up and circumvented the whole thing. Combat is also too easy.



Rating:
[3 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Ronald L. [Verified Purchaser]
Date Added: 07/15/2018 12:49:27

A good, solid dungeon crawl. It's a bit light on combat, though that gives it more time for the fun roleplay and exploration elements. The traps are just plain fun to play with and run.

The boss fight could definitely use touching up.

Overall, this mod reminds me of the fact that it's easier to critique something that's bad -- because you can find the things to help improve -- than something that's good, because there's nothing left to complain about. This mod only lacks that little something extra, the 'je ne sais quoi', to tick it over into a 5 star. It's a good mod, it just doesn't cross the line into exceptional.



Rating:
[4 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Robert N. [Verified Purchaser]
Date Added: 06/25/2018 18:52:12

Alright adventure, nice flavor and well designed dungeon. The combat is on the weaker side though. The fire elemental battle is good enough as a warm-up but the boss battle should defintely be an Archmage (Necromancer) + (Undead) Yuan-ti Anathema instead of the two CR7 mobs, which are just a joke for a Tier 3 party.



Rating:
[3 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Jac Z. [Verified Purchaser]
Date Added: 06/04/2018 14:44:58

TL;DR: Good dungeon crawl, interesting traps, combat undertuned, slightly too short.

I'm a big fan of the traps in the module. They are interesting, provides a fun challenge for the players to find out the answer and overcome, without being over-complicated. My personal favourite is definitely the trap where the players are faced with their worst nightmares, and allowing them to describe how their characters' overcome the nightmare. That was the highlight of the module, and a great moment for RP and character development.

Now the downside. As many have pointed out, the combat was too easy. Maybe the intent was to balance between the ease of combat and the difficulty of the traps, but it was undertuned. The optional fight with the Fire Snakes had potential to include more interesting Fire Elemental monsters, and the final boss fight needed more challenging Yuan-Ti monsters (luckily they are fairly abundant from the other Tier-3 module).

I think this adventure has the potential to be great. It just needed a bit of adjustment of the challenge difficulty, which relies on the DM's experience and judgment to accomplish. As long as the DM puts his/her DM liberty into good use, this'll be a fun run.



Rating:
[4 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Daniel F. [Verified Purchaser]
Date Added: 05/26/2018 11:31:02

Good: Solid Story Great Roleplaying Opportunities Great Obstacles/Traps DM Tips: Watch for time Review obstacles



Rating:
[4 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Jonathan E. [Verified Purchaser]
Date Added: 05/12/2018 12:23:46

I wanted to like this adventure I really did, the dungeon crawl section in the middle is excellent and the only reason I didn't give this one star. The void is an excellent feature/trap, I had the party wanting to go through without the amulets to see their fears, which was nearly their undoing.

But then there's the rest of the adventure.

The story has potential but there isn't enough of showing it to the characters, it's all in the background which normally isn't read by players as they often contain spoilers. Klevin doesn't come across as the non-native who has assimilated into chultan culture that he was in City on the Edge. Instead he's a semi-incompetant cultural appropriator who rolls his eyes when non-chultans don't speak chultan.

Arbitary travel times are frustraing to everyone and anyone in modules, it shouldn't take a month to get to somewhere during them, unless your intention is to ensure the ceric gets at least two divine interventions in. Give them an air ship or some other mode of travel, we're not in tier 2 anymore.

The are far too many typos within the box text, the one thing DMs are expected to read aloud. The bare minimum of editing should ensure that these are eradicated.

The section where you meet the yuan-ti in the village is interesting, but falls down as it appears to be half finished. Why would the yuan-ti be ok with adventurers entering their sacred temple? Where are all the guards? If only Nightmare Speaker Nozhi decides who can enter, why do the party have to enter and clear the dungeon to ask for his permission?

The dungeon craw itself is great, if a little lacking in variety, a character who is immune to poison is going to ahve a very easy time with all but two of the traps. I would also reccomend some sort of map for the skull room as it isn't clear where the non-tabaxi skulls should be. The meeting with Satzhesu is an interesting departure to the usual "Meet the npc and get an information dump" however the limitations in what the DM is allowed to do for pantomime is ridiculous. No one is can do pantomie in a dignified manner, that's the point. Also the module expects the party to ask questions that they have no way of knowing they should ask because of the lack of story within the adventure.

Lastly, the final fight. Really the only fight unless you drop the optional encounter on the party. No it's possible to have modules only have one fight as long as they either sap resources other than HP (at tier 3 there's more than enough potions to ensure that the party will be at full in every encounter) or make the fight challenging enough that it doesn't matter that the party has all their resources.

Two CR 7 monsters is not challenging to an APL 13 party, not even close.

Yes one of them hs legendary actions, but only one is useful and you can only use it once per turn. Regaining spell slots means nothing when the party will kill them in one round.

Meanwile we have a bag of hit points, who while having the multiattack feature allowing three melee attacks, can use his only two melee attacks once.

What?

So some suggestions to make this fight interesting:

Ensure that you incorporate the yuan-ti racial traits into the statblock of Nozhi, he should be immune to poison damage and have magical resistance. Also give him some legendary resistances else the party will feeblemmind him or worse in the opening round. Then change his Spell DC to something more threatening than a 15, a 17 or 18 is far more tier 3 appropriate. His spell list is actually very good so that can stay, though it might be worht throwing counterspell in there for good measure.

Ihl should also be very dangerous. How about changing them to an Anathema? Now we have a true threat to the party on the field and it's far more clear why a temple was built around their grave. If you really want to up the danger, how about some lair actions? Something that causes the void trap to hapen again would be incredible.

Lastly we need some mooks in there to soak up the fighters. Yuan-ti broodguard work great for this and you can adjust the numbers of them to the party strength.

This module has so much potential and I was really disappointed in what a mess it ended up being in the final encounter. If this module does get updated like 7-11 did I will definitely consider running it again.



Rating:
[2 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Jeremy P. [Verified Purchaser]
Date Added: 05/08/2018 14:39:41

One of the first and only well made trap dungeons. My party really enjoyed it, and it balanced traps vs monsters well. If your party wants more than just hack and slash look here.



Rating:
[5 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by john j. [Verified Purchaser]
Date Added: 05/08/2018 06:26:21

For a tier 3 module, this is an underwelming adventure. The fire snakes felt like they were just a placeholder beast that could have been replaced by literally anything and you wouldn't notice. The choice to use a warlock for the last encounter instead of a wizard or cleric build felt uninsired.

At this tier, you need to challenge players. This adventure was dull. Not bad enough to hate, but lacked anything to make it memberable.



Rating:
[3 of 5 Stars!]
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Remington A. [Verified Purchaser]
Date Added: 05/06/2018 09:48:46

This module has some great traps (though some easily overcome with higher level spells such as hero's feast), and a great atmosphere to the story. The combat was less impressive, and while this is a small thing, it really is strange for the rooms on the map to not have been numbered. It's fairly easy to work with since the layout is fairly linear, but it's an easy fix that could have been avoided. Overall, a good adventure.



Rating:
[4 of 5 Stars!]
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