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CCC-GHC-01 Tharaera Lost $2.99
Average Rating:2.6 / 5
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CCC-GHC-01 Tharaera Lost
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CCC-GHC-01 Tharaera Lost
Publisher: Dungeon Masters Guild
by Jason D. [Verified Purchaser]
Date Added: 03/08/2020 01:43:34

This is not an adventure. It is the first hour and a half of an adventure you have to buy in three seperate parts. None of those parts are any good. The plot is like a slice of swiss cheese; thin and full of holes. The encounter design is poor in some places and non-sensical in others. Avoid this entire trilogy.



Rating:
[1 of 5 Stars!]
CCC-GHC-01 Tharaera Lost
Publisher: Dungeon Masters Guild
by Joshua H. [Verified Purchaser]
Date Added: 10/31/2017 17:03:34

In what is far too distressingly common in AL modules, Tharaera Lost is not even remotely challenging in terms of gameplay. Unlike the published book modules, AL adventures are supposed to be tightly balanced to provide engaging and challenging combat obstacles for parties of a specified level. This adventure doesn't even come close to challenging a Tier 2 party, and probably wouldn't be difficult for a beefy Tier 1 party... As other reviewers have noted, the trio of bandit hunters are a mere waste of time, and even if grouped together into one larger encounter, they make for a fairly pathetic encounter. The big final boss in this piece is also under strength and poorly used. Scaling a Spirit Naga into a Guardian Naga is weird, given the polar opposites they represent in terms of alignment and fluff. Nagas are interesting and under-utilized opponents, but they are casters that need to be supported by meat. In this case, the Naga is naked, and is apt to simply bite and flail a bunch before being brutally dispatched, an ignominious end for an intelligent immortal...

I will say, the writer of this module created some interesting NPCs, well-fleshed out and nicely described. Unfortunately, most of this care is wasted, as the characters do not recur, and most of the background on them will not come across at the table. Even here there is sloppiness. For example, one of the characters is a legless retired pirate who serves as a high-profile informant for a prominent faction. He is described as a druggy in constant pain. For someone so significant in the Forgotten Realms who is in such evident pain, why would he not simply contract a cleric or priest to grow him some new legs? It often seems to me that D&D writers overlook magical physics when imaginging their scenarios...

Nice fluff and care with NPCs saves this module from a 1 star rating for me, but this is a poorly-thought-out piece of D&D writing and is honestly something of an embarassment as an official AL module.



Rating:
[2 of 5 Stars!]
CCC-GHC-01 Tharaera Lost
Publisher: Dungeon Masters Guild
by Richard E. [Verified Purchaser]
Date Added: 04/05/2017 13:35:55

Tharaera Lost was the first adventure module I purchased last year. Just getting back into D&D, I thought the premise was very interesting and the rescue mission easy to explain to the players. It was fun roleplaying Furjur. The bandits however were not up to par. Even role-playing them as smart and cunning, they really were no match for any party. Far too short, but good enough for a re-introduction to 5e.



Rating:
[3 of 5 Stars!]
CCC-GHC-01 Tharaera Lost
Publisher: Dungeon Masters Guild
by vasilie c. [Verified Purchaser]
Date Added: 03/10/2017 01:32:10

I agree with other reviews that recommend adjusting this to make it work. The first 3 encounters are very similar and are annoying at best. Not a challenge at all for a Tier 2 party.

What I ended up doing was combining all 3 adventures in the trilogy into 1 4-hour adventure. It worked much better.

Suggestions: Only use 1 of the first 3 encounters and make that bandit the werebear (makes it more interesting). Then just go right into the cave witht he Naga.

All encounters in this adventure are way too easy for a Tier 2 party, but if you combine it with the other 2 adventures (and prevent rests), you MAY challenge a couple of the party members.

Overall, I like the 2nd aventure the best ( and this one has interesting villains if done properly) but even that one is mediocre and only after heavy modifications.



Rating:
[3 of 5 Stars!]
CCC-GHC-01 Tharaera Lost
Publisher: Dungeon Masters Guild
by Aaron H. [Verified Purchaser]
Date Added: 02/19/2017 17:43:19

I prepared and DMed this adventure for a party of 5 PCs of levels 8, 8, 8, 6, and 5. I was only able to run the module at all after making substantial modifications. The module states in the introduction that it is optimized for a party of 6 characters of 7th level. However, here are the experience values for the 5 encounters: encounter 1 - 700 xp; encounter 2 - 700 xp; encounter 3 - 700 xp; encounter 4 - 1800 xp; encounter 5 - 3900 xp. Please refer to the XP Threshholds table on page 82 of the DMG. The first 3 encounters don't even rise to the level of a speed bump for a party of 6 level 7 characters - even accounting for the added traps. It's not even worth setting up the board for these encounters. An easy encounter for a party of 6 level 7 characters is 2100 xp (350 x 6). Encounter 4 isn't even to that point. The final encounter falls somewhere between the easy and medium difficulty levels.

The encounter design leaves a lot to be desired. Encounter 1 - one CR 3 enemy attacks and runs to hide behind traps. Encounter 2 - one CR 3 enemy attacks and runs to hide behind traps. Encounter 3 - one CR 3 enemy attacks and runs to hide behind traps. Encounter 4 (only happens 50% of the time under a certain circumstance) - one CR 4 enemy is awakened and attacks. Encounter 5 - one CR 8 enemy attempts to lure someone into - you guessed it - another trap, then attacks. There should be some variation here. Why one enemy in every encounter?

The statistics for the CR 3 enemies aren't correct - they have been weakened from their actual statistics in the Monster Manual. I have no idea why. The scaling for harder difficulties for the first three encounters increases the AC and HP of these enemies - but still not to the point that they're full strength as printed in the Monster Manual! Baffling!

Thre are no maps or drawings provided - you must come up with these yourself if you use grid based play.

Here are some of the changes I made: I increased the difficulty of the first two encounters to the level of easy encounters as defined by the DMG. I cut the third encounter - why do substantially the same thing a third time? I could tell my group was bored of this after the second ambush since they decided not to even pursue the enemies who attacked them, so I cut the third encounter. I made the maps. I changed the werebear into something that depended on the time of day it was encountered: a T-Rex in the day or a Fomorian at night (I had the second quest giver warn about something terrible and huge at night and show an NPC who had been affected by the Fomorian's curse). The Fomorian would only have been attacked if they camped outside at night. My PCs encountered the T-Rex during the day, and it attacked in the midst of the party conversing with a group of NPCs who claimed to had been sent to help the PCs by the second quest giver. Low DC perception checks allowed party members to feel slight tremors that alerted them that something big was coming. I added a time element to the adventure - the warning about not getting caught outside at night. The PCs had to succeed on increasingly difficult Survival checks (DC 8, 10, 13) - failure made it take 1d4 hours rather than 1 hour for that stretch) to make it to the final encounter prior to nightfall.

I also added a role playing scene to the end of the module wherein the party was able to negotiate some extra gold by holding out on the quest item. I gave them the gold from the second encounter that they had decided not to pursue after a PC succeeded on a DC 15 Persuasion check.

The backstory is fairly interesting and the descriptions are solid. I just wish that the technical aspects of this module were as strong as the backstory and descriptions.



Rating:
[2 of 5 Stars!]
CCC-GHC-01 Tharaera Lost
Publisher: Dungeon Masters Guild
by Joost J. [Verified Purchaser]
Date Added: 02/18/2017 15:37:16

Very poorly written, non-sensical encounters (1 bandit for a party of 7?!). De other's aren't much better. The last one is only half decent.



Rating:
[1 of 5 Stars!]
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