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Book of Challenges: Dungeon Rooms, Puzzles, and Traps (3e)
by Giles R. [Verified Purchaser] Date Added: 11/03/2017 23:27:30

This book is superb. It's filled with brilliant comat encounters, traps and puzzles. It will give you inspiration for many more.



Rating:
[5 of 5 Stars!]
Book of Challenges: Dungeon Rooms, Puzzles, and Traps (3e)
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DSE1 Dragon's Crown (2e)
by EDWARD S. [Verified Purchaser] Date Added: 11/03/2017 20:36:41

This is a complete PDF, which shows you everything that actually came in the boxed set, including the Winter 1993 catalog (awesome). Most importantly, the full size poster maps are scanned in super high res in one image per side. The pages of the books are scanned evenly and are easy to read.

As for the content, this boxed set is a crucial one to have for locations and backstory on Athas, notably the islands of the giants in the silt sea, the Ringing Mountains, the forest ridge, the Hinterlands, and the Dragon's Crown Mountains themselves.



Rating:
[5 of 5 Stars!]
DSE1 Dragon's Crown (2e)
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DDEX2-04 Mayhem in the Earthspur Mines (5e)
by Robert G. [Verified Purchaser] Date Added: 11/03/2017 16:57:38

Yay, a Mulmaster game where you don't actually have to worry about being in Mulmaster. PCs may also enjoy the fact that there is something for every faction to do in this module. The first encounter can be skipped by just watching events unfold or PCs can jump right into the action. My table had Dark Sun flashbacks while playing this encounter - some joined in the arena battle while others worked the crowd (over). The second encounter feels like a fight for fights sake, but it was fun and the monsters were appropriate. Also gives a chance for more faction interplay. This module contains one of the better dungeons I have seen. There are many entrance points with a mobile boss. I wish there was an image for the room with the floating rocks. The battle in this room is meant to be epic and DMs should model player descriptions by including the environment in every action. There is an interesting twist at the end allowing the players to decide what will happen later in the season.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
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DDAL05-16 Parnast Under Siege (5e)
by Robert G. [Verified Purchaser] Date Added: 11/03/2017 16:50:39

This is a fun adventure. It says that the game can go 4 hours, but I have run it three times and usually goes a little over 2 hours. This module gives a chance for PCs who have played the earlier T1 adventures to cash in on their exploits and Story Awards. New players, especially level 1, will have plenty to do, but may be overwhelmed by the fights. This adventure also has the option to be ran as a mini epic for up to three tables (or allow your PCs to be epic by completing 3 tables worth of stuff). The adventure opens a little roughly with a red-herring, but removing or replacing this encounter is fairly easy. The rest of the adventure is way open - allowing players to shrine and be very creative. A new DM could be overwhelmed or a table of new players may need some direction - so it is advised to maybe find a path you would like to run the characters threw. This module is also very versatile. It can be run as almost a purely RP game with one fight at the end or their could be tons of battles, including a dungeon. Highly recommended to buy and run many times.



Rating:
[5 of 5 Stars!]
DDAL05-16 Parnast Under Siege (5e)
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DDAL04-14 The Darklord (5e)
by Robert G. [Verified Purchaser] Date Added: 11/03/2017 16:40:04

Great opening role-play encounter that could take a few minutes or half the adventure. Veterans of CoS modules, especially characters who just finished the previous module, can start playing this module running. I have seen PCs play this module as their first CoS module and be a little lost. DMs will need to force a path for them. The first combat encounter is a great fight, but does not seem to serve any purpose. It is great to see the Goblyns back from 2e, but they come across a little broken. The encounter also does not scale, it is just a set encounter. The final dungeon of this season is pretty straightforward, but leaves a lot of choices for the party. The inhabitants of the dungeon are tough, but fighting does not have to be the only solution. The final fight is probably pretty tough for most parties, as it should be. My only complaint about the battle is that after this fight, Strahd comes across as pretty weak. Esmae outshines Strahd in almost every way. If your PCs are walking all over Strahd, pick up this module and just replace Strahd's stats with Esmae's.



Rating:
[4 of 5 Stars!]
DDAL04-14 The Darklord (5e)
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DDAL04-13 The Horseman (5e)
by Robert G. [Verified Purchaser] Date Added: 11/03/2017 16:32:55

This adventure has a great ending battle, but a really forced beginning. I understand that each adventure is named after a Tarokka Card, but the actual horseman could have been used instead of trying to fool the players or portraying the villagers as dumb NPCs again. Once passed the first encounter, this module does a great job preparing the players for the final module in this game. The final fight itself can test to see weather the party is ready or not.



Rating:
[4 of 5 Stars!]
DDAL04-13 The Horseman (5e)
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DDAL04-12 The Raven (5e)
by Robert G. [Verified Purchaser] Date Added: 11/03/2017 16:28:01

This did not feel like a Barovia game. Like many of the adventures in Season 4 it does call back to Season 1 adventures and gives updates on folks or places characters may have visited in past play sessions. They Tarokka card name feels forced, but does lead to a nice Story Award. There is a lot of potential with the Friends of a Feather or the wereraven introduced during this season that is not used. Instead this adventure seems to focus on orcs. The adventure itself seems to only be 10 pages long and just one long fight. This game would be good for a group of friends who want to get together and kill monsters. I would not recommend this for a new DM or DM who is not up for modifying content or for a new group of AL players.



Rating:
[2 of 5 Stars!]
DDAL04-12 The Raven (5e)
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DDEX1-09 Outlaws of the Iron Route (5e)
by Rowan M. [Verified Purchaser] Date Added: 11/03/2017 13:31:31

Ran this the other night with a group of 3 and they avoided almost all of the combat and finished in 3 hours. Decided to bust out the wall of the cell at the jail and go down a rope rather than deal with the prison break after just paying off Rathene's bounty, and managed to sneak up behind the elf despite the circumstances and the assassin did what assassins do best, stabbing him through the heart. Then they just stole some kobold arrows and killed Eric, then killed the kobold on the cup who fell in and sarted the fight while they just stayed in the sniper post. The only thing they really ended up fighting were those 6 orcs, and they made short work of them. Still, it was fun to run, and I'll probably run it at my local gamestore some time



Rating:
[5 of 5 Stars!]
DDEX1-09 Outlaws of the Iron Route (5e)
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Volo's Guide to Baldur's Gate II (2e)
by david w. [Verified Purchaser] Date Added: 11/03/2017 07:24:53

This is not searchable, or text editable, which makes its use as a PDF nominal. You might as well just get the print version and forget the pdf.



Rating:
[3 of 5 Stars!]
Volo's Guide to Baldur's Gate II (2e)
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DDAL07-01 A City on the Edge (5e)
by michael S. [Verified Purchaser] Date Added: 10/31/2017 22:47:36

these were ok with two main gripes they are a bit under EXPed in the times i ran it the groups lost 10 to 50 exp per part think the max is to low for what it is they will take longer then 1hour even if you dont RP (but this is common with AL stuff i seen)



Rating:
[3 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
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DDEX1-07 Drums in the Marsh (5e)
by Russell M. [Verified Purchaser] Date Added: 10/31/2017 19:06:30

I found this module to be a nice balance of roleplaying and rollplaying. Players can easily get sidetracked in the searching for clues/investigation side of things but I had little trouble moving things along to keep it closer to the allotted time. The final fight/zone leaves itself open to a variety of ways for players to achieve victory.



Rating:
[4 of 5 Stars!]
DDEX1-07 Drums in the Marsh (5e)
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DDEX1-01 Defiance in Phlan (5e)
by Russell M. [Verified Purchaser] Date Added: 10/31/2017 18:48:28

I enjoyed running this one for my group. It is an excellent introduction for players to 5e (and because we were using FantasyGrounds, an introduction to that as well). I highly recommend this to starting DMs.

As others have said, the 1-hour adventures can easily take longer than an hour; so try to limit the players roleplaying time or expect the session to run well over the limit.



Rating:
[4 of 5 Stars!]
DDEX1-01 Defiance in Phlan (5e)
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DDEX1-06 The Scroll Thief (5e)
by Russell M. [Verified Purchaser] Date Added: 10/31/2017 18:41:38

The first part of the adventure can grind along with roleplaying and, as the DM, you need to make sure you don't let the party get stuck/mired down with each part or the adventure will take way longer then it should. As others have said, it is a good way for newer players to learn resource management.



Rating:
[4 of 5 Stars!]
DDEX1-06 The Scroll Thief (5e)
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DDEX2-05 Flames of Kythorn (5e)
by Chris C. [Verified Purchaser] Date Added: 10/31/2017 16:27:16

This is a really fun module, however, it could be better. If you don't tell your party this is heavy investigation game before hand, things can pan out quickly.



Rating:
[4 of 5 Stars!]
DDEX2-05 Flames of Kythorn (5e)
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DDEX1-03 Shadows of the Moonsea (5e)
by Alain P. [Verified Purchaser] Date Added: 10/30/2017 20:50:23

This is one of my favorite Season 1 mods! An interesting mystery, rumors of a ship crewed by the damned, and an isolated village with its strange denizens combine into a varied adventure that culminates in ship battle against pirates. My only slight complaint is that the only combat encounter to change the pace of the 1st half can be circumvented which can make the game feel slower for certain types of players. Basically you might not get to any action until the last third of the 4 hours, so a hack-n-slash group may get restless, though a RP heavy group will probably eat it up and possibly make you go overtime. My group loved discovering that the ghost pirates were fake only to have the real ones roll up! Overall the lack of combat encounters can be forgiven due to the well presented mystery, story and RPing opportunites that make this mod shine. 4.5/5



Rating:
[5 of 5 Stars!]
DDEX1-03 Shadows of the Moonsea (5e)
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