"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . .
No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!"
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amorphousadam has played this adventure and would recommend it.
A detailed living village full of well described NPCs and a sinister plot. The kidnapping of PCs and possible forced conversion to serve the titular reptile god puts a very real and obvious timer on the PCs' actions.
Billiam94 has played this adventure and would recommend it.
Love it! I'm terrible at designing decent (ie not boring) dungeons on my own, and I needed a home for the cult that my players are facing. I stole the layout of the dungeon, as well as most of its inhabitants. Very easy to convert to 5e as well.
Orangeman44 has played this adventure and would recommend it.
Although its an older adventure, this has a lot going on and was enjoyable to run for my group. Just remember that your players won't explore every part of the town (or temple), so don't stress out if they jump around a lot. Lots of good RP activities as well as exploration and combat. Thumbs up!
DungeonLord has played this adventure and would recommend it.
A competent DM with time to prepare who is willing to make some changes to the adventure (such as finding a way around escorting a NPC wizard down the dungeon so he can fight the boss for you) will find this to be one of the most fun adventures they will ever find. I cant recommend it enough
wubrgerking has played this adventure and would recommend it.
At Matt Colville's recommendation I played this as an intro adventure for my 2nd-level players. While converting monsters to 5e is easy enough (most of the monsters have direct analogues to the 5e MM, and some named NPCs like Derek, Misha, Gareth, and Abramo need to be monkeyed around to make them challenging or interesting) there's stuff about the adventure that may not play well with modern groups. In particular is the main dungeon, which has a lot of exploration and tunnels and weird encounters that could be trimmed down. For example, the adventure tells you that walking through the mud hinders your movement, but gives no practical explanation for why you or the players should care that this happens. There's a harpy on the first floor for... some reason that I just got rid of. You also may want to remove the high-level wizard NPC, and if you do I'd recommend not doing the "cinematic moment" with the boss that the module includes.
Now that being said, my players really enjoyed the "first part" of the adventure, where they explored Orlane and eventually the temple. They just need a better hook and goal than "go here for fun" to get started and you just have to do some thinking about the enemies, NPCs, and their motivations that the module doesn't explore too much. Adjust dungeons depending on party reactions, and make encounters just a bit more difficult than you think your party will be cool with.
mandalia has played this adventure and would recommend it.
Did this for my first adventure DMing. My first-time players did only part of it before decidig Orlane was to dangerous for them and hightailing out of there. Now I have a slowly spreading cult in my world that becomes more and more powerful the longer my players ignore it. I really liked it anyways, and found converting it into 5th edition easy enough.
Jafarside has played this adventure and would recommend it.
There's a lot going on, including plenty of detail in the townsfolk. There is intrigue, a gritty environment and town, dark secrets, scandal, fun NPCs, and dungeons. Awesome!
Yora has played this adventure and would recommend it.
This adventure is widely considered a classic, and for very good reasons. Unlike most adventures from this time, Against the Cult of the Reptile is in great parts an investigation, which results there being a much greater sense of story. The description of the town, with all its houses and their inhabitants, may seem needlessly overloaded at first. But when they players start to look around as asking questions, all this information makes running these dozens of NPCs in a memorable way very easy and effortless. Even though this is an adventure for 1st level character, I think that it's probably not a good pick for either first time Gamemasters or parties with mostly first time players. The party is dropped off at the edge of the village with no inciting incident to get things going, or any place that is obviously the site of "the adventure". It requires the players to take the initiative to start investigating, though I found that it helps greatly if they come to the village already having the goal to search for one or more specific people. This is not a major problem, but probably makes this adventure not the best pick for the very first one to get people familiar with the basics of the game.