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DDEX2-14 The Sword of Selfaril (5e)
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DDEX2-14 The Sword of Selfaril (5e)

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The Sword of Selfaril

The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better?

A four-hour adventure for 5th-10th level characters.

DDEX2-14 5E

Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software. The converted adventure features all the text and maps from the original adventure along with cross-linking of monsters, spells, magic items, equipment, and story elements, plus the powerful rules automation for which Fantasy Grounds is known.


 
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Reviews (13)
Discussions (3)
Customer avatar
Andrew P May 18, 2017 5:45 pm UTC
Review as a player:

This module had many great hooks from the previous sessions that felt things come to a great impact with multiple choices or paths available as a player. It has a good mix of role playing in it as well as combat to satisfy most players. 5/5 module. recommend for any type of player.
Customer avatar
Jonathan F April 04, 2017 5:02 pm UTC
PURCHASER
I was a player, haven't read the module yet.

Ratings:
-- Target Level: 8th level (I was Paladin 6).
-- Story: 5/5.
-- Pacing: 5/5.
-- Combat Difficulty: 4/5.

Introduction: Great faction based hooks.

Exploration: There was some player agency in deciding which local power groups to approach and how to go about that.

Combat: Our DM did some monster substitutions, so some encounters were different. At first the party didn't know how to fight together (and the DM tried to capitalize on it), but by the end we were a well oiled machine.

Roleplaying Opportunities: A major component of this module is recruiting aid from local power groups.

Overall: Great module. Would definitely run and play through this one in the future.
Customer avatar
Curtis G September 06, 2016 10:38 pm UTC
So, I jut ran this one for the first and second time. It is a great concept; especially if you have players that like to strategize and roleplay. However, there are also some very egregious problems:
1) Editing. As with many of the AL adventures there seems to be a real lack of editing. To many examples to call all of them out but do we really need to know that it is a "male halfling male"? I think we got it the first time.
2) Map. The map that is provided in the document doesn't match the descriptions provided. For example, it calls out that area C are the traps in the trapped corridor. However, on the map...area C is actually the concealed room that the Trolls are in ....which isn't even discussed in the dialog. Not to mention that doors in the dialog often appear as open hallways on the map.
3) Continuity. The adventure takes you to the Wave and Wink. However, in the AL adventure that comes before this one (2-5 Flames of Kythorn), the Wave and Wink burns down. Yet is it now miraculously...See more
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Product Information
Copper seller
Pages
33
File Size:
2.13 MB
Format
Original electronic
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File Last Updated:
August 16, 2016
This title was added to our catalog on January 11, 2016.