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DDEX1-12 Raiders of the Twilight Marsh (5e) $3.99
Average Rating:4.4 / 5
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DDEX1-12 Raiders of the Twilight Marsh (5e)
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Ben H. [Verified Purchaser]
Date Added: 10/05/2023 00:53:46

I ran this for a group at a local game store. This module was lots of fun. The idea of being sent to raid a dragon's lair while it's away from home is really interesting. The combats are fun, although some can be pretty easily avoided. Meeting and RP with the hags was really fun and my players really enjoyed it. My main issue with this module is how the dragon gets in and out of the base, and how it captures people and puts them in the jail room, even though the hallways are too small for it to move through. My fix for this would be either: the hallways and doors are larger, or, there is another entrance leading into the boss room (like a tunnel from outside). Overall it was fun!



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Greg T. [Verified Purchaser]
Date Added: 05/26/2020 06:12:55

A strong module let down by unoriginality: Raiders of the Twilight Marsh is a direct sequel to DDEX1-7 Drums In The Marsh, featuring a return to the Twilight Marsh and its lizardfolk, and finally (maybe) delivering a confrontation with the black dragon Throstulgrael, teased in the earlier adventure.

Let's start with the strong: Everything once the players actually get to the dungeon is entertaining. Beserker kobolds, a half-dragon troll, and Throstulgrael himself all stand out as memberable encounters, and the pacing throughout all of this is solid.

Unfortunately, as with many early Adventurer's League modules, it wastes time getting there. The trip through the swamp is dull and long, unwilling to invest greatly in any setpiece (presumably because of the demands of Adventurer's League timing) but equally unwilling to just cut to the chase. Worse, everything in this portion is stuff that the players have already done in Adventurer's League, and done better. The swamp voyage is less entertaining than the one in Drums in the Marsh. The lizardfolk are a repetition of lizardfolk in both Drums and the immediately-prior Pyramid of Sorcerer's Isle. The hags feel bland and generic after Tales Trees Tell's Jenny Greenteeth.

With all that said, it's still in the better half of Season 1 modules. DMs running this are advised to handwave as much of the early nonsense as possible and get to the dungeon with haste.



Rating:
[3 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by G. B. [Verified Purchaser]
Date Added: 09/16/2019 04:17:39

This module is generally pretty well structured: a ticking clock to keep the party on task; a series of choices that, while apearing to give agency, actually give none; a nice mix of social encounters interspersed with combat.

One big issue, though, is that the "cutscenes" can easily appear forced. This is especially true in the final encounter where "as a reaction" roughly 2 minutes of box-text appear (and thus end the encounter). I suggest forgoing all of this and effectively giving the boss infinite HP, but letting them do their cutscene whenever their next turn would otherwise occur after triggering it. It'll still feel "cutscene"-y (and a seasoned player will know that young dragons don't have 300 HP), but I think the only real alternative is to be tongue and cheak about it and explain how this is all happening "as a reaction".



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Daniel D. [Verified Purchaser]
Date Added: 09/09/2019 17:44:54

The encounter with the coven was a stand-out memory from this one. Some players were quick to cash in on the hags too-good-to-be-true offers and that made for some fun as the others were really skeptical.
The battle at the end with the BBEG was great. Some of the characters were a little miffed they didn't get to finish off the BBEG.



Rating:
[5 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Thomas M. [Verified Purchaser]
Date Added: 06/03/2019 22:43:22

This is a fun mod, there are some memorable with hags and kobolds, and some misdirection.

I liked the fact you coukd encounter the final boss twice, makes the combat more challenging and the role of party healers more important.

Memorable NPCs, and a tactically complex final encounter. Very solid mod.



Rating:
[5 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Nola T. [Verified Purchaser]
Date Added: 08/30/2018 10:39:11

This adventure was great! It wasn't too long but it was packed full of classic adventure--dragons, hags, undead. Would recommend and would love to play it or run it again.



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Jody J. [Verified Purchaser]
Date Added: 08/26/2018 14:12:50

Very fun adventure used as a fill in very my group going through HotDQ. The first season has a small cast of memorable characters and they help Phlan come to life. The Pool of Radiance plot is woven throughout the adventures and although I haven't read any stories on it or played the old video game the basics of the plot were clear. The race against the clock gave an added aspect appreciated in the second tier or adventuring and the finale was exciting.



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Paul C. [Verified Purchaser]
Date Added: 08/06/2018 21:39:26

With a lot of season one content I often find myself a bit time poor when running an adventure. Cool things get omitted. This adventure is no different. Having said that this is a pretty fun swampstomp then dungeon crawl. Linear but servicable.



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by William F. [Verified Purchaser]
Date Added: 07/31/2018 03:52:49

I liked this adventure. It's duration was as adventised. I really liked that there was in game time pressure on the characters to prevent them from wanting to rest after each encounter. There was some great role playing interacting with the Lizardmen and with the Hags. I also liked the opportunity to give players their secret missions. To complete the Order of the Gauntlet special mission requires the characters to trade with the Hags. I liked the idea of the "Traded with a Hag" story award but I worry that it could be a big problem down the road for the "face" character. The battles towards the end were quite tough although the kobolds on the back of the dragon had almost no effect because they were eliminated with a fireball right away. The kobold beserkers were a big surprise for the players and a hard fight. The return of the dragon led the players to conclude that there was no longer an in-game time constrant so the characters took a long rest. I ruled that the dragon took a long rest as well although the story shows him as only healed to half hit points. The characters took lots of acid damage. The dragon got a cool villain speach at the end and the characters realized that there were still bigger things going on even at this late point in the campaign.



Rating:
[5 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by bjarne b. [Verified Purchaser]
Date Added: 07/17/2018 15:10:53

good story, love the hags, hard reading...

regards bager



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Heath B. [Verified Purchaser]
Date Added: 06/17/2018 18:37:27

This adventure is better than I was able to run it. It's got a strong, clear story with lots of room for player engagement. The sense of urgency is developed early; the motivations of the NPCs are clear and the untrustworthiness of their nature makes every encounter, whether combat or negotiation, excitingly perilous.

I recommend, when DMing, that you pay close attention to the time-tracking system included on the last page, and decide ahead of time how you will run the two or three possible resulting scenarios. Also, there are some monsters that have been re-mixed and understanding the difference between the different subgroups is critical for an informed and exciting battle.

In a gamestore setting, with an unpredictable mix of PCs, it can be difficult to keep all the encounter interactions clear in your head, especially as what happens in early encounters can have dramatic implications for the setup of later encounters, and their resolution. Don't be afraid to take your time and split the session at the halfway point if necessary.

I would have liked more hooks on the personalities of some of the very minor NPCs - but had no problem improvising a fairly uninteresting backstory to answer PC inquiries.



Rating:
[5 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Christopher S. [Verified Purchaser]
Date Added: 05/27/2018 19:32:14

Both me and the players enjoyed this one. The sense of urgency was good and kept the group moving forward. I really enjoyed the Hags. Who'd have thought i'd work so hard to get a kiss out of my all male group (from the hags of course)? The dragon at the end was kind of anti-climactic though, as he gets away pretty much no matter what (as written). I expect thats probably because he makes a reappearnce later on and having him dead would have spoiled that. Overall a fun adventure and actually ran less than run time (3hours with a group of 5).



Rating:
[5 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Brian M. [Verified Purchaser]
Date Added: 02/06/2018 23:39:37

While having some issues in how it's written, my experience playing out this adventure has been good. It's supposed to be played out as a continuation to a previous adventure and manages to deliver well the expectancy required to it. The encounters offered played well and gave more interest to the story as the players took up the hags offer to rescue their 'sister' and traded for goods and a prisoner. The story award gave another interesting twist. Velvet's battle became a two parter as one party member became confused enough to use the password to address the dragon flying overhead, but added to the intrigue by offering a unique option of grappling the dragon and climbing onto his back with another party member, while the remaining team dealt with the trolls on the ground. The hate potions were a useful additive to the story as the party tried not to kill off innocents that were doused with the mixture. Overall, a good plot that should be 'proof read' like many others of the series and still effective in game play.



Rating:
[5 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Derrick C. [Verified Purchaser]
Date Added: 01/22/2018 14:52:39

Not the best writing, nor the best dungeon crawl. What this has going for it is that it is one of the few modules to directly have a dragon (Velvet) as a BBEG. The mechanics in the lair are fun, the fight entertaining.



Rating:
[4 of 5 Stars!]
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DDEX1-12 Raiders of the Twilight Marsh (5e)
Publisher: Wizards of the Coast
by Mark S. [Verified Purchaser]
Date Added: 11/17/2017 09:33:19

This module may not have had the best writing, but it was entertaining to run, regardless. Having the situation with the second group was very interesting, since that encounter triggers events later on in the module. Most of my players were a little disappointed with how the module ended, though one of them (who has been a long-time player) figured it out very quickly. Overall, it was very fun to run.



Rating:
[4 of 5 Stars!]
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