The Dungeon Masters Guild
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October Module Review


  

Hello, and welcome to the first installment of my reviews. I need a catchy title, so if
anyone has any suggestions, please see either my bio or the feedback page to find out how to make suggestions. This is my first review of anything, so please if you like it let me know and if you don't check back next month to see if I have gotten any better. Also, suggestions are always welcome if you don't like it and don't make any
suggestions for improvement then it is your fault.

I have selected three likely suspects for review, two which can be found on the net, and one which is probably still available in stores, and barring that can be found on E-Bay. To start is "Trouble Times Too", an Internet module that is made for 4-6 1st or 2nd level characters, and 3rd edition. While I have not yet run this through my own group (lacking anyone who plays 3rd edition) it is a very well written, if
short, little encounter. I would recommend this to anyone who needs to fill some space (I would say it could take 30 minutes to 1½ hours, depending on the group and how long you want it to take).

It starts with an ambush and then leads the party through the removal of the bandits. The NPCs are very well thought out and can easily be used as reoccurring villains. My plans for this adventure, when the current group switches to 3rd edition and starts out at 1st level again, is to use it as the hook to get the party working together. They will each just be a traveler in a small caravan/wagon train (some as guards, some as sons/daughters of merchants, etc.) or will be rescued from the bandits as the adventure progresses.

Next is Survival of the Funniest. This is written for 2nd edition, but could easily be adapted to 3rd. The text of the adventure states it is for low level characters, but I would recommend reading through the adventure before deciding on the level your group will need to be. I think the group I am currently with could do it at 2-4 level, but the group I was with before would probably have suffered sever losses even if they were 6th level. A warning, it does need some altering to fit your group if you don't spend a little time pre-game with it, you will be disappointed.

This adventure is a lighthearted attempt to cheer up players and remove them from the same old thoughts of “if it moves, kill it”. I loved the humor (though I will admit my players didn't think it was quite so funny). There was everything from doors to be depressed, to a “Lets Make a Deal” take off (the players are each offered either money or a box). The players have their bodies swapped, minds played with, and wild surges. If your group has a sense of humor I recommend this adventure, if not, pass this by until they cheer up a little.

My final review of the month will be The Ax of the Dwarven Lords, for 2nd edition. The main reason for this review is the other reviews I have read for it. [I choose to review this because of the other reviews I have read. Other reviews told both sides, greatest campaign ever to worst thing published.]
I have seen both sides, greatest campaign ever to worst thing published, and not much in between. I won’t kid you; it involves work for the DM, and has flaws. It is hard to judge the time required to complete the campaign. My group found the ax after only a few sessions (of four hours each) but they could have easily taken five times that long, if they had tried to search the entire mountain. Second it is hard to judge the level required. The writers suggest 6-8 characters and a total level of 80. My group of five was running characters of 18-22 level and was very nearly wiped out in two occasions.

With those problems aside, it is great start for a DM with time on his hands. to add in some rooms (I had to add a few more magic item creation labs). Though that with the number of items in the adventure (mostly 1 shot items) the goblin which doctors should have a hand in the prep work then 'the kings pet' could finish them), change the numbers to his/her own liking (I lessened the shamans and added more which doctors, making Tardo closer to Hitler with his desire to kill all dwarves). [I would remove all the previous statements.] This module has the important fleshing out for NPCs (pages of background for them) and a wonderful description of the Axe and its powers. When your characters want to do something big, throw this at them.