Thursday, March 2, 2023

Seth Skorkowsky's Review of UK6 (circa 2017)

Seth Skorkowky notes he has actually played this module *twice*, once as a player, and then a few years later as a DM. His review takes the form of an overview and outline (with *spoilers* clearly flagged). 

Overview

  • States 2-3 sessions of play
  • Definitely needs a cleric
  • Actually 5th -7th level (as per pre-gen PCs)
    • Found it a lot harder than intended due to this LOL
1st Session
  • No specifics on how PC's find the map, so some suggestions 
    • Used a dockworker half-orc to sell map for 10gp
    • Print out the map and cut it out, age it, crumble it 
    • Add "Tikul" and other names of his party on the back to foreshadow
    • Give them some more information on the expedition at Port Elizabeth and Kett's Rapids
  • Atem Village discovery of 1st trace of remains of expedition, link this into above
  • Consider mosquitos and diseases from the jungle
2nd session

  • Favourite part of the module - "exceptionally creative, worth getting the module for alone"
  • Likely to take a whole session to explore the passages 
  • Comments on devils needing to be disposed of before return trip
    • Needs a note explaining why the devil gate is in the passage in the first place
    • Suggests enemies of the culture that created the subway system
3rd session
  • Play up the effects of the ash / sand
  • Hek as role-playing opportunities given "Archaic Common"
  • Need for negotiation with overwhelming Hek warrior encounter 
Summary
  • Lots of combat, vivid settings, opportunity for role-play
  • Needs addition to the history of the prior expedition
  • Out of sprint for years, suggests options for obtaining 

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