Given that most of the kobold mooks are listed as CR 1 and the largest CR listed is a 3 for the monsterous scorpions, so it's safe to say it's for level 1 (as it is not specifically mentioned in the contents). I got it last night on a whim as the price was good for Cyber Monday, so I just looked at it for the first time after reading your post.
I need to read it as a whole to offer my opinion on it, but I would like to say up front that it's awesome that you're including all of the necessary graphics to use as battlemats for minis. I know art takes up a lot of costs for some not as capable of producing such, but it's definitely something to look forward to if you want to convince those to purchase your product. It'd be nice if more 3PPs followed this path.
Given that most of the kobold mooks are listed as CR 1 and the largest CR listed is a 3 for the monsterous scorpions, so it's safe to say it's for level 1 (as it is not specifically mentioned in the contents). I got it last night on a whim as the price was good for Cyber Monday, so I just looked at it for the first time after reading your post.
I take it you have never played Dragon Mountain then eh? Just assuming a Kobold is such a lowbie then you might want to learn and rethink that.
Let me second that. These products give you ev-ery-thing you need to run the adventure, from stat cards to maps to paper figures. I'd pay twice as much for this material if it stayed this good.
I don't think that this adventure is possible for 1st level chars...
We tried it with ranger3, cleric3, rogue3, druid3 and failed clearly (of course we had a hard time being medium sized and not small...)
In my opinion the CR for the kobolds are too low. the upper mentioned kobold war1 (listed with CR1/4 in the adventure) is far more powerful than than the kobold in the monster book (which is also CR1/4).
The other kobolds should be rated CR2 not CR1.
Btw. the rogue and the ranger fleed and survived.
A very cool feature: The (player) map tiles, a feature I wish for my adventurepath campaign
Otherwise: A remarkable adventure, stayling long in my head.
A heads up, I am starting a Wednesday evening game at our FLGS. I am choosing to run modules instead of an Adventure Path because of not knowing how long this will last. With that in mind I am starting the evening with this module. I will post reactions afterward. I thank the creators for the paper minis, battlemap, and all other information they supplied.
A heads up, I am starting a Wednesday evening game at our FLGS. I am choosing to run modules instead of an Adventure Path because of not knowing how long this will last. With that in mind I am starting the evening with this module. I will post reactions afterward. I thank the creators for the paper minis, battlemap, and all other information they supplied.
I didn't get into the actual maze tonight. However, I did use the hook about the Kobolds attacking a nearby town. The party was a Rogue, a Ranger, a Monk, a Witch, a Barbarian, a Cleric, and a Wizard. I sent in two Wyrm Claws, 4 Warriors, a Priest, and an Archer. Before the Kobolds left they had taken down the Barbarian and the Rogue. The party talked with the town Mayor and the Magister to get some supplies and get ready for the Maze next time (in 2 weeks). It appeared that they were quite confused when the Kobolds didn't drop after one hit. The party did manage to kill 2 of the warriors. Will post more after the next session. I thought it went pretty well considering that a few of the players had only played 3.0 or 3.5.
Tonight was the parties first experience of entering the Death Maze.
Spoiler:
In the initial contact, they first tried talking but that didn't work. They managed to take down two of the Kobold Warriors, but their Witch was taken to negative hp twice and had to be healed back to consciousness. Then they decided to enter the left hand tunnel. The Rogue found the first Pendulum trap, but missed the first Spear trap. The entire party except the Ranger took damage. Another Channel Energy and the Cleric is down to two left. They continued on straight ahead then turned right. Toward the Storage Cavern. The Rogue missed another Spear trap and the party took damage dropping the Rogue, Monk, Cleric, and Wizard. The Kobolds came out and Coup de Grace'd the Rogue and eventually the Barbarian after they dropped him. They managed to overcome the 4 Kobold Warriors then decided to withdraw and try again later after getting some healing.
One of the things I seemed to have missed is the DC's of the various traps. Along with their attacks and damage. I will read over the module again but I couldn't find what I needed in mid game. I believe I have seen someone comment that the Kobolds seem higher CR than needed for this level of play. I am not entirely against saying that but I also believe that with proper party management they can overcome any obstacle. I maxed out the Kobolds HP but may have to go back to what is designed for this module. Also, I understand that this is written for a one night of play with no returning for healing or restock, but I chose to allow it. There are two of my players that need to create new PC's before the next session. My opinion of the module is very interesting. I will be looking at the other One Night Stand modules.
A quick question about the NPC's. I notice the Warrior 1's have a BAB of +2. In the Core book they have a BAB of +1. Is that just a mistype?
Since Hyrum doesn't work for us anymore (sigh), I suspect he just missed this. I didn't write the adventure, but I have to believe that's an errata-worthy error.
There have been two successive sessions in the Death Maze. The current conclusion is that it is grievously underrated. The minimum number of Warriors that a 4 PC party encounters is 4. That is not a difficult encounter. But when you throw in a Cleric 3 (with an AC of 21), or a Rogue 3 (AC 18), A Fighter 3 (AC 18), and a Ranger 3 (AC 15) in certain combinations the encounter levels climb dramatically against even a 6 member party of Level 2 PC's. My group has attempted three tries at this module and each time has arrived at a decision to return to town and/or try a different module. One listed encounter has 12 Warrior 1's and a one Cleric 3. Looking in the core rulebook at the encounter table that comes up at a CR +7 which equals an encounter of CR 8 vs APL 2. Look at this as CR 8 vs CR 2. That's not adding in the Cleric. The concept of this module is intriguing but the listing of it as a Level 1 module is wrong in my opinion. I also have issues with there not being the stats for the various traps in the module. I had to improvise what CR's they were. I like the inclusion of the paper minis, and the battle map. I am disappointed in the layout of the module itself. I find myself having to flip from one page to another to find pertinent info. If I were to rate this module on a base of 5 stars, I would rate it a 2. My group and I have decided to forego continuing this module until such time as they are higher level. Maybe when they reach level 4. As always read the sentence below for clarification.