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DDEX1-11 Dark Pyramid of Sorcerer’s Isle (5e) $4.99
Publisher: Wizards of the Coast
by William F. [Verified Purchaser] Date Added: 06/30/2018 20:12:27

Part one of the module begins with a big cut scene with a lot of exposition. It is probably necessary but could be a pretty slow start with a lot of naration and hardly any opportunity for role play. The choice of going to the Pyramid from upstream or downstream has little effect and seemed unnecessary. The characters knock out the Zhentarim secret mission really early and it didn't seem that significant. Part 2 has several encounters that the DM gets to pick from based on APL. The first is always the maze which could just be frustrating. After doing the maze for a while, I just announced to the players that mapping was impossible and they would just have to do their 4 encounters to go on. My group encountered the cultists in Area 5 last in part 2. Even though the text said that the cultists fight to the death and are unwilling to compromise, My group was able to deceive them into believing that the characters were also cultists. This led to a great 3 way battle between the cultists, the lizard folk, the Red Wizards, and the party when their lies were found out in part 3. I found it amusing although it did drag out the fight with the Red Wizard's group. I felt later that it would have been cool for Rorreth to have a little speach in the middle of combat about why he betrayed the Dragon cult. I regret not doing that and you should think about it for your session. The final Boss fight in part 4 was difficult, but not as interesting as the fights with the cultists and Red Wizards because the Slaadi don't have spells and are just really difficult to kill. The leaking chaos stuff did make the encounter more memorable.



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DDEX1-11 Dark Pyramid of Sorcerer’s Isle (5e)
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