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DDEX2-08 Foulness Beneath Mulmaster (5e) $2.99
Publisher: Wizards of the Coast
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by Jeremy X. [Verified Purchaser] Date Added: 08/01/2018 05:05:06

I enjoyed this module a lot, both as a player and a DM. Admittedly, this is partly because I'm a fan of Flumphs.

The last encounter is a lot of fun. Every time I've been at a table for this module (playing or DM'ing), the party has managed to trigger combat with a single advance scout who then has to deal with things while the rest of the party is rushing to get there. We've had a couple of notable (and hilarious) successes with the pincer sticks, too, which are a fun element.

In contrast, the Water Weird room often doesn't seem to work that well. Once revealed, most of our parties have just hung back and picked at it from range, or sat there while the players tried to figure out how to hang back and pick at it from range while still opening the gate to the next room and it's bogged down the game.

And the troglodytes just seem too weak and too spread out to be a threat. Maybe if they all swarmed the party at once they'd be a small threat (especially if they can find a low AC target for their multiattack), but mostly I find them to be an ineffective monster.

I don't feel like there's that much exploration in this module (I mean, there is, but it's actually pretty much on rails), but there's certainly as much role playing and social interaction as the party wants to bring. I find that many parties try awfully hard to resist and/or argue with the press-ganging up front, and do better with a bit of DM fiat telling them to quiet down and accept it because it's their quest hook.



Rating:
[5 of 5 Stars!]
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DDEX2-08 Foulness Beneath Mulmaster (5e)
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