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DDEX1-02 Secrets of Sokol Keep (5e) $2.99
Publisher: Wizards of the Coast
by Daniel S. (. M. [Verified Purchaser] Date Added: 04/10/2020 07:53:56

This is my first foray to AL modules, so I won't include the AL mechanics in my review, just the module, and oh boy, this module has a lot of issues. Minor spoilers ahead. First, its very linear, without any meaningful choices but to funnel through the adventure as it is. It starts in a tavern (where else), then the party goes to a keep with a lighthouse where the light has gone off, then a small dungeon crawl below the fort and that's it. It probably has the right amount of content for one or two sessions, but the execution is horrible.

First of all, the module has way too much unnecessary text. For example, the tavern scene is your dime a dozen tavern scene with a bar fight. Yawn. The inn and the NPCs present are very vanilla, but they get one and a half pages of text for some reason. Fortunately we get a rumour section, which is always big plus, but basically this is the only redeeming quality of this scene and it is embedded in a wall of text but at least the designer used bullet points to present them. Another example, it takes more than a half page to describe an empty living quarter.The last scene is a linear dungeon crawl with 7 rooms, that also take up 3 pages for some reason.

So to sum it up, the module is quite a linear crawl with very limited interactivity other than fights, and the word count is very high. The module itself (not counting the references and the AL stuff) takes up 13 pages. I get that lot of these are readouts and aids for beginner DMs, but it is way too much clutter text. The whole adventure could probably have been condensed to 4-5 pages (not including handout and map), and it would have been easier for the DM to run it. If I were to run it, I'd have to cut a lot of unnecessary content or have to use a highlighter to highlight the important bits. The handout is OK, the map is functional, although it is strange that there isn't any map of the keep itself, only the dungeon.

So, final conclusion, this is not a good module, the encounters seem forced and provides very limited interactivity to the party. But if your group only want to smack some heads, it is as good as any adventure, I guess.



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DDEX1-02 Secrets of Sokol Keep (5e)
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