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Krenko's Way (5e) $4.99
Average Rating:4.3 / 5
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Krenko\'s Way (5e)
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Krenko's Way (5e)
Publisher: Wizards of the Coast
by Brodo V. [Verified Purchaser]
Date Added: 02/02/2023 16:36:40

good adventure. used it for introduction on league on a store events. pretty wild stuff, i guess



Rating:
[5 of 5 Stars!]
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Krenko's Way (5e)
Publisher: Wizards of the Coast
by Joshua K. [Verified Purchaser]
Date Added: 12/22/2018 11:42:28

Bought and ran for a group of 4 for a friend's birthday. 3 players were level 1, the birthday player was level 2. Love the idea, hate the execution.

The idea of the module is interesting, although it didn't necessarily tie very well into the setting (i.e. I could imagine running this in a setting that is superficially similar). This adventure has nothing about it that is uniquely RAVNICA aside from some proper nouns.

SPOILERS AHEAD.

The idea of the adventure is interesting - tracking down an escaped convict. The adventure clearly tries to incorporate the three pillars of d&d, but it does so in a way that I found to be very clunky. I'll tackle these three in turn, speaking from my experience as a relatively new dm.

Roleplaying: Mingling with the crowd and trying to get information from certain key NPCs. Some of the DCs here are senselessly high (there is no reason given for why getting an apothecary to point a prospective customer to a friend should require a DC20 persuasion check) and one check in particular makes no sense (why does a bribe let you make an intimidation check with advantage...?) This adventure is a very persuasion-heavy one. You'd best hope your party brought a bard. Aside from strange DCs and unclear motivations, though, the roleplaying pillar was probably the most well done one in this adventure.

Exploration: a trapped door and a room with loot and a secret door. Simple enough, and trapped doors are a classic. Just one problem, though. The trap is a glyph of warding that casts a 3rd level sleep spell on the party. That's an average of 32 hp worth of sleep. Against a party of 4 1st level characters, that's easily going to put 3/4 of them to sleep, on AVERAGE. More if the party is spellcaster-heavy. At 1st level, there is NO WAY to disable the spell. Meaning that at least one person is always going to get hit, giving the person behind the door plenty of time to get away. Seriously, what were the writers expecting the players to do in this situation? Not to mention it's possible to miss the secret door, which would basically cause the investigation to grind to a halt if the escapee was the only lead.

Combat: Okay, the combat in this adventure was clearly not designed with 1st level characters in mind. At the minimum, the last fight has the party fighting 2 goblin bosses, 2 goblins, and a CR1 boss. Assuming a party of 6 L1 PCs, that's 1050 XP worth of enemies. A party of 6 L1s has a Deadly threshold of 600 xp. The boss fight, in its EASIEST form, has almost double the Deadly threshold for a party of 6x L1. This only gets harder with the more time the party spends searching. If the party doesn't find the hideout within 16 hours (which is extremely unlikely unless they investigate throughout the night without a rest and get VERY lucky with die rolls) then another 4 goblins are added, bringing the adjusted exp to 1,800, which is 3x the Deadly threshold. If they wait another day, a rival gang of 10 nore goblins enters the fray, which makes the fight virtually unwinnable. On top of that, the boss has an attack that does 1d6 + 1d4 + 2 damage, or an average of 7 damage. He can use multiattack with this, allowing him to do this twice a turn. A 1st Level wizard will likely have 8 hp, at most. This level of difficulty is, frankly, ridiculous.

Overall: I love the idea of the adventure, and I really do like Ravnica as a setting, but I cannot in good conscience reccommend this adventure as written - I feel like it should only be run after heavy modifications, and that newbie DMs should try to avoid it altogether.



Rating:
[3 of 5 Stars!]
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