Mini-Dungeon Collection #077: Maw of the Dark Tide (5E) PDF

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A 5th Edition Mini-Dungeon adventure for five to eight PCs of levels 15-20

“The Dark Tide Comes!” goes out the cry as the bells of the monastery begin to toll. It is too late. Dozens of tattooed cultists in service to the dark goddess Xyn burst through barricaded gates, slaughtering many. Within minutes the monastery is engulfed in flames. The cultist recede back to their mysterious floating isle and set back to sea, making way down the coast toward neighboring temples and shrines. No demands, just wanton violence and destruction of yet another holy site. The reign of terror must be stopped!

Mini-Dungeons are single page, double sided adventures for 5th Edition which are setting agnostic and are easily inserted anywhere in your campaign.

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4.00/5 (based on 1 rating)

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An Endzeitgeist.com review

4/5

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...*drumroll* a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

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Still here?

All right!

Strange, tattooed cultists assault a monastery, bring destruction and once more retreat to their floating isle, surrounded by a moat of negative energy containing slime. The slime causes “negative energy damage”, which does not exist in 5e. The temple of the dark monks btw. contains two truly magic items, making the attack on the fortress more hazardous than the hazards and lethal foes would make it.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

The PFRPG-version of this adventure is pretty epic, requiring some serious work. In the 5e-version, the conversion team of Kyle Crider and Chris Harris has elected to go a more mid-level approach, level 6 - 8, to be precise. Unfortunately, this does mean that the module loses the over-the-topness that made the original high-level module amazing. In 5e, it is more subdued, and frankly, significantly less interesting. My final verdict will clock in at 3.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

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