If I were to run it again, I wouldn’t give up the clue if the party had to fight the wraith. Also the fact that you got the clue if you succeeded in the challenge or not was a bit cheesy. It is a small enough location that it doesn’t really matter, though. Not much player agency to how the adventure proceeds. The only real drawback was that it was a railroad. The book ends with a nice collection of maps to the adventure, as well as a player handout for the clues. The artwork is minimal, and the cover is generic to all of the Farland Adventures. Instead of monster stats, it provides a page number in the Monster Manual for reference. Fit the standard two column with boxed text format. Everyone in my group felt like they had a chance to shine. A nice mix of challenges to overcome, hitting the Three Pillars of Play, socialization, exploration, and combat. Fills and afternoon or evening perfectly. Some further hooks are provided in the “Concluding the Adventure” section, if players are wanting to look for ruins of things they learned about in the flashbacks.Ĭrypt of Memory was a good length for a single session of play. I expanded upon Lazaghan’s Axe using the tables in the treasure section of the DMG, rounding it out and making it unique. A decent amount of coins and gems, a potion, and a battleaxe +1. My player’s did, and Lazaghan found peace with their answer, and allowed them to take his treasure. Lazaghan starts with a short monologue, which lets the players “talk him down” using the knowledge they gained in the flashbacks. Lazaghan can be fought, but this adventure also provides a great role-playing opportunity. Once there, they find that Lazaghan is one of the restless undead, a new creature provided, a memory wraith. With the correct solution, they chose the door that led to Lazaghan’s sarcophagus. The clues make solving the puzzle easy, though it requires the correct organizing of the clues, which all my players put their heads together to solve. Each player really got a chance to shine while collecting their clues. The wresting match and skill challenges gave each of the three characters I ran through an opportunity to shine and fell right into their strengths. My players love riddles, and one of the two fights proved memorable. Two combats, two mini skill challenges, a wrestling match, and a straight up riddle to solve. ![]() The six milestones provide a nice mix of challenges. Succeed and you get the clue, fail and a wraith rises from the sarcophagus in the empty room who you have to overcome…who gives you the clue when you defeat it. It ended up as as an inside joke by session’s end, and is one of the lasting memories of this adventure.Įach of the flashbacks involves a milestone in Lazaghan’s life, which the players had to solve. ![]() While it gets repetitive, my players found it somewhat fun, reciting along with the narrative on the fourth, fifth, and sixth rooms. That way each player feels like the “star” of the flashback.Įach of the six flashbacks start the same way, “You see a bare stone room with a single stone sarcophagus at the far end. I like the way the flashbacks are worded, so that each player imagines themselves in Lazaghan’s shoes, while their companions are imagined as other dwarves. A riddle on the wall explains the rules to making the correct choice, with six other doors leading to clues to solve the puzzle.Įach of the six clues lead to a featureless room that leads to a flashback of Lazaghan’s life. The next chamber has two main doors, one leading to the treasure, and the other to certain death. A checkerboard floor with part of the grid magically trapped, and the zombies make use of the Shove action to push characters into the trap.Īfter this things start to get really interesting. Upon entering the Crypt, you are presented with the obligatory undead encounter, though this one has a twist. Once at the location, finding the entrance is not so easy, and requires a successful Nature or Survival skill check. It’s a week’s journey, and a random encounter chart is provided. The journey to the Crypt is straightforward as well. If rescued, the dwarf rewards the party with the object that the muggers were after, the map to the Crypt of Lazaghan, an ancient dwarf burial site. The players are in a seedy town and witness an old dwarf being mugged in broad daylight. The adventure starts off simply enough, with a single hook. I’ve pretty much lifted the Herbs and Herbalism rules wholesale for use at my table, though I’ve added other herbs and concoctions from around the interwebs. ![]() Plenty of 5e crunch available on the website as well. I will start out by saying that I like Farland quite a bit. The adventure itself is genre neutral, though, and quite easily drops into whatever location you want. Crypt of Memory is a D&D 5e Adventure for a 5th level party set in the World of Farland.
0 Comments
Leave a Reply. |