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Review

Review: A15 The Hell Gate & A16 Dis Pater’s Palace

review:-a15-the-hell-gate-&-a16-dis-pater’s-palace

Are you brave enough to close the gate to Hell and face what lies beyond?

A15 The Hell Gate & A16 Dis Pater’s Palace is an adventure, or more like two adventures in one, aimed at 19-20 level characters by Cawood Publishing set in the World of Myrr.

Disclaimer: We were provided with a free digital copy of this product.

The scenario

This adventure challenges players to close the Hell Gate that was recklessly opened by the Alliance (because our Horde would never do such a thing- For the Horde!) and even confront the archduke of hell, Dis Pater. It is assumed that the party has previously defeated the giants in the Thunder Halls and is now prepared to face the Alliance’s leaders – a dangerous force of vampire noble families and devils. A15 focuses on the journey through the mountains of the sky, where the party faces Balthazar Damos and his forces at the Hell Gate, while in A16, which takes place in Dis, the party must navigate the Iron City to secure the only way home. The supplement also includes the original characters from the Adventures of Myrr campaign as pre-generated options for inspiration.

Encounters

The adventurers engage with interesting NPCs in a cruel environment full of dangers, including a 10% chance that divine magic won’t work. Although high-level, the encounters are well-balanced and provide the appropriate challenge for characters at these levels. The combination of powerful enemies, harsh environmental threats, and strategic encounters ensures that players have to think and adapt to survive. Plus, the detailed stat blocks give the GM valuable information to work on during combat and interactions.

Layout & Art

The supplement is well organized, with text boxes aimed at the players for efficient narration. The NPC and the encounter tables sections are separated, making them easy to locate during the game. Functional maps are towards the end of the supplement, with each room referenced within the story. This logical structure makes finding key information easier without overwhelming the GM. The art is mostly black and white, with key figures illustrated in a way that enhances their personality.

Extras

The River Styx chase table introduces a series of unfortunate events, adding a fun and chaotic element to the journey. Each roll brings forward a new twist, ensuring the river is never calm. The adventure includes a Myrrian calendar, a unique system about the passage of time and seasons, shaping the world around the players.

Final Thoughts

Overall, A15 The Hell Gate & A16 Dis Pater’s Palace is a blend of combat, exploration and decision-making, well suited for characters of high levels. It serves as a strong conclusion to the Myrr adventures. Have you played these adventures? What are your thoughts?

Stay crafty and begin your Myrr adventures,
Your new favorite author.

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