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DDAL05-02 The Black Road (5e)
by Michael I. [Verified Purchaser] Date Added: 03/19/2018 17:55:27

Good mix of combat and roleplay. We had 2 tables of this running simultaneously, and each ended up solving the various challenges differently. It was excellent to have good options to roleplay around an obstacle, or fight through it.

It is pretty likely that your players will fail the main mission, which feels bad, but is a good lesson in how life is failure. There are still decent rewards, even when that happens.

This is on my short list of adventures to keep ready in case I end up with an extra table.



Rating:
[5 of 5 Stars!]
DDAL05-02 The Black Road (5e)
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DDAL06-01 A Thousand Tiny Deaths (5e)
by Michael I. [Verified Purchaser] Date Added: 03/19/2018 17:47:08

This is a fun adaptation of Tucker's Kobolds, and well worth running your players through.

The first encounter can be surprisingly deadly, so be ready to scale it on the fly if needed.

There's not much story to be found here, so RPers at your table may be reduced to crawling through tunnels or eating things they shouldn't to keep themselves entertained, but there's plenty of combat for the players who crave that.

Some of the specific mechanics can be confusing, so it's worth reading through a few extra times before you hit the table.

All in all, a good and deadly module that will keep your players on their toes.



Rating:
[4 of 5 Stars!]
DDAL06-01 A Thousand Tiny Deaths (5e)
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DDAL07-10 Fire, Ash, and Ruin (5e)
by Jia J. T. [Verified Purchaser] Date Added: 03/19/2018 15:41:25

The adventure as a standalone is pretty decent but considering the plot as a whole, most players struggle to connect how it plays a role in all of this.

The challenge level of the adventure isn't exactly there either. Lots of grammar and spelling error throughout the module.



Rating:
[3 of 5 Stars!]
DDAL07-10 Fire, Ash, and Ruin (5e)
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DDAL07-08 Putting the Dead to Rest (5e)
by Jeffrey F. [Verified Purchaser] Date Added: 03/18/2018 10:28:38

DDAL 7-08 Putting the Dead to Rest is an Adventure League adventure for levels 5-10 that should take about two hours to play. (Though it can easily go long) It is written for 5 characters of 8th level.

Part One is quick and two the point. It's always nice to get a chance to interact with some of the factions and this is no exception. It moves us along to part two nicely.

Part Two is a brief combat encounter which is thematic and fun for Chult. It can also be spiced up if a member of a certain faction is with the group.

Part Three starts the wrapping up of plots with a cool fight scene that can be followed with another interesting fight if you have a member of the correct faction. Then we get the end boss fight which is pretty cool and well thought out.

Overall this is a great module. It runs into the Adventure League issue of under awarding XP to players as it caps at 3,000xp but the required fights would provide nearly 4,000xp to the players before accounting for how certain factions change the scenario. The maps included are a little basic but the optional maps that can be purchased separately are excellent. The story is great and it's a great finish to the trilogy.

Also I should note that the Tricks of the Trade sections are extremely helpful and well thought out. The only thing it's really missing is a Fantasy grounds .mod file. But that won't keep it from it's deserved score.



Rating:
[5 of 5 Stars!]
DDAL07-08 Putting the Dead to Rest (5e)
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DDEX2-04 Mayhem in the Earthspur Mines (5e)
by Jeffrey F. [Verified Purchaser] Date Added: 03/18/2018 10:11:15

DDEX 2-04 Mayhem at the Earthspur Mine is an Adventure League adventure for levels 5-10 that should take about four hours to play. (Though it can easily go long) It is written for 5 characters of 6th level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

This adventure is just getting an overall and not a breakdown for two major reasons, one because some of the parts can happen non-linearly depend on player actions and adventure hooks, and two I don't want this review to be as long as the adventure which can be forever long.

This is a good adventure and has the options for some cool scenes, like gladiatorial combat, but it also has road bump scenes that kinda steal player agency like when they get rescued from a horde of monsters in order to move the plot forward.

It also have some cool set pieces in a room like the lake of molten lava, but not really enough chances to use it. This adventure needs to be trimmed by the GM to suite the needs of his group, which is really hard to do in an Adventure League setting. As a home game I'd add this adventure in a heart beat, it's just that cool but you'll never experience the full cool of it in a 4 hour AL slot, or even a 6 slot. The XP budget on this one is crazy over depending on how you play it.

It has AL quality maps, maybe a little above, and it has a .mod file for use with Fantasy grounds Virtual Tabletop which is always a plus. It has over 6,000xp worth of encounters for each character in the average group but can only award 4,000xp to each character. Which is always tough. Still it's a fun module and can give plenty of characters opportunities to shine.



Rating:
[4 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
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DDAL07-07 Rotting Roots (5e)
by FJ A. I. [Verified Purchaser] Date Added: 03/18/2018 10:08:53

Well balanced with combat and RPing for a short adventure. The players loved the decisions to be made (barrels, rope bridge) and interacting with the arrakocra. The final battle freaked them out but they managed to survive it (barely!). I highly recommend!



Rating:
[5 of 5 Stars!]
DDAL07-07 Rotting Roots (5e)
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DDAL07-06 Fester and Burn (5e)
by FJ A. I. [Verified Purchaser] Date Added: 03/18/2018 10:04:48

The players and I really enjoyed the module. It had a great balance of RP and combat. The role playing with Favin and Crackle were a blast to run. The players felt challenged at the end of the adventure, but really liked the terror of the pulsing cyst.



Rating:
[4 of 5 Stars!]
DDAL07-06 Fester and Burn (5e)
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DDEX2-12 Dark Rites at Fort Dalton (5e)
by Jeffrey F. [Verified Purchaser] Date Added: 03/18/2018 09:54:39

DDEX 2-12 Dark Rites at Fort Dalton is an Adventure League adventure for levels 1-4 that should take about two hours to play. It is written for 5 characters of 2nd level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

Part One starts with a prologue that the players can choose so that they have a reason to be at Fort Dalton. It's an interesting way to tie players to the adventure when you aren't building towards that story. Most of this adventure is searching the ruins which can lead you over the time limit and xp budget if you focus on them, but could be interesting if you have the time.

Part Two Is still in the ruins but focus on one building with cult members trying to perform a Dark Ritual, or Rite. It's extremely straight forward and the completion of the combat encounter leads into the next part.

Part Three So the players could have arrived here from the last encounter, or by random luck while searching the ruins, leads to a semi-interesting fight and the finish of the scenario. It's ok.

Overall this is a straight forward scenario with a pretty bland story that can go over the xp budget depending on how the players search around. It does have some cool downtime options at the end for players to use, which lifts it a star for me and it has a .mod file for use with Fantasy Grounds which is always a plus for those using that Virtual Table Top. The maps are extremely below par even for AL standards as the adventure has no maps, which drops it a star for me but for Theater of the mind in might not matter as much.



Rating:
[2 of 5 Stars!]
DDEX2-12 Dark Rites at Fort Dalton (5e)
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DDEX1-06 The Scroll Thief (5e)
by Jeffrey F. [Verified Purchaser] Date Added: 03/18/2018 09:27:54

DDEX 1-06 The Scroll Thief is an Adventure League adventure for levels 1-4 that should take about four hours to play. It is written for 5 characters of 2nd level. This Adventure has close ties to DDEX 1-2 Secrets of Sokol Keep and DDEX 1-5 Courting of Fire. The adventure is divided into three main parts. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

Part One is contains the standard intro to the module and sets the the players goals as trying to find who commited a series of three thefts that have happened over the last week. They're isn't much to the investigations other then a few brief roleplay encounters and few skill checks to expand on the information the players find. These scenes lead into the adventures first combat, and pushes the story towards the next part. Overall this part is ok, but not great. The three roleplay scenes are good to add flavor but can serve to distract the players by making the adventure seem like a “who done it?” adventure complete with a potential red herring that could derail the adventure in an unfortunate manner (if they act violent against the red herring).

Part Two begins with parts for roleplaying that can really help the party out in the investigations that follow but the investigations that follow aren't really needed as the adventure are lead by story into the next two encounters. The first being a fight against three creatures that are resistant to most damage. Which can be extremely tough for the intended second level characters, and then it's followed up with a fight with two creatures that even with reduced HP of 35 are extremely tough as they are very accurate with a +8 attack bonus with an attack that can paralyze and another +4 bonus attack. Theya re also large creatures with reach in a fairly small area that the party needs to search in order to get the clues for the next part. It's a bit much after the last encounter, especially since the players are most likely rushing into this fight thinking the need to catch up to a fleeing enemy.

Part Three is the boss battle. Now the Boss has less hit points then the previous monsters in the last fight, but the players are probably in a bad shape since they just had two rough battle before this and this creature has some brutal lair actions. The ability to drop darkness to block vision is brutal especially when the boss has blindsight, or they could instead drop a area of effect that lightly obscures and does 3d6 damage with a high save for half. This is in addition to the creatures line attack that deals 5d8 damage and can recharge on a 5-6. Again this adventure is intended for second level characters.

If a 2nd level party of 5 characters complete all encounters and achieve the quest rewards they will have each earned 695xp which is adventure league would then be reduced to 600xp. Which would be a tough spill to swallow after those three back to back combat encounters.

Overall the story for the adventure is adequate, the combats can be too much for the intended levels, and the xp budget isn't handled well, but that is a common AL issue. One major positive is that it has a .mod file so it's easy to use in Fantasy Grounds. Though as with many AL modules the maps are lack luster.



Rating:
[3 of 5 Stars!]
DDEX1-06 The Scroll Thief (5e)
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DDAL07-10 Fire, Ash, and Ruin (5e)
by Aaron T. [Verified Purchaser] Date Added: 03/17/2018 23:05:52

This Adventure has to be one of the most poorly written adventures I've seen in some time. It contains grammar and spelling mistakes that your average 3rd grader should've caught on a single proofread. The Adventure provides no proper introduction; it provides secret missions for 2 factions but no encounter by which to give them. Some of the encounters seem to be reaching for story but come up short IMHO (the One at the beginning for the Dragon). The actual story that this adventure provides is good, almost great. However the execution of said stories, in the encounters given, leaves much to be desired.

Edit: I just noticed one more failing, the initial fortress map is missing the annotations for what description belongs to which room. (it was the section with rooms a1-a6) This is sloppy and it's sad that a Adventurer League DM is forced to Pay for this adventure, to be able to complete the Complete season award to obtain the Legacy Weapon/Armor reward. This adventure is so sloppy that it shouldn't be out of a Rough Draft state.



Rating:
[1 of 5 Stars!]
DDAL07-10 Fire, Ash, and Ruin (5e)
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DDAL05-10 Giant Diplomacy (5e)
by Brandon C. [Verified Purchaser] Date Added: 03/17/2018 12:45:50

My players loved this module, and it was a blast to DM. The combats were fairly easy for a moderately compenent party, as i was running a weak 5char party. The giant RP was great, though, and all the characters got into it. Between the drinking contests where numerous party members shined, and even the teetotaling character had fun pulling tricks to pretend to drink. The other contests were fun. Overall the adventure really shines when the DM embellishes that section - goblin crowds cheering, ogres getting mopey, chanting, and descriptions of the feats of strength.

The section I felt was lacking was some detail with meeting Obvillish and his motivations. It felt kind of shoehorned. I also changed the puzzle section with the tangrams to a riddle test for online play to keep the fey feel but eliminate the difficulty of that sort of puzzle on roll20.



Rating:
[5 of 5 Stars!]
DDAL05-10 Giant Diplomacy (5e)
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DDAL05-07 Chelimber's Descent (5e)
by Brandon C. [Verified Purchaser] Date Added: 03/17/2018 12:29:14

Chelimber's Descent is a very engaging module to run if you have a party that enjoys some RP elements. There are some simple puzzles and exploration that look into some of the gods of magic and knowledge, which can be nice to immerse the party in the world - it's not only priests that worship the gods here. The elemental puzzles are fun, too, but only 1 of the 3 groups I've run this for got the offerings right as written, and the second floor puzzles are very tough to convey as written. I spiced up the descriptions of the room to make it clearer, but it only goes so far. I still don't get the 'twist' puzzle at all.

The mix of dungeon crawling, trap finding, and puzzle solving is really nice, and I enjoyed how wary the party became. The combats are good but a little quick.

Overall a solid adventure with a good mix of RPG elements.



Rating:
[4 of 5 Stars!]
DDAL05-07 Chelimber's Descent (5e)
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DDAL07-04 A Walk in the Park (5e)
by Shawn C. [Verified Purchaser] Date Added: 03/16/2018 12:46:45

I have enjoyed both playing and running this adventure. Rather than being completely formulaic, this adventure offers more atmosphere and side options for games that aren't on a clock. It also provides more RP options rather than just action sequences.



Rating:
[4 of 5 Stars!]
DDAL07-04 A Walk in the Park (5e)
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The Lost Kenku (5e)
by Joseph S. [Verified Purchaser] Date Added: 03/16/2018 11:57:42

Ran this as an outpost in ToA, had a lot of fun riffing off of it, and it made for a very entertaining session between story beats. Did almost kill a lvl 5 PC as they were running away, so be careful with the BBEG. The fight in the study was fun too, added in my own magical items and was entertaining.



Rating:
[5 of 5 Stars!]
The Lost Kenku (5e)
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D&D Rules Cyclopedia (Basic)
by Andrew C. [Verified Purchaser] Date Added: 03/15/2018 01:24:03

I've just downloaded the latest scan, it's horrible. I understand that they wanted to reduce the file size, but what the've done is produce something that sucks all the joy out of reading the RC. What he need is to also include the older version with the downlaod pacakage. Recomend that no one buys this until it is fixed.



Rating:
[1 of 5 Stars!]
D&D Rules Cyclopedia (Basic)
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