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The Sunless Citadel (3e)
by Martin S. [Verified Purchaser] Date Added: 10/05/2017 11:54:41

spoiler alert This is a nice module, well suited for 1st level characters. The conflict between the kobolds and goblins gives for the characters to explore the dungeon without needing to kill everyone if they do not mind allying with the kobolds. There are enough details to help a GM develop the area around the Sunless Citadel, but the content of the adventure is really about the dungeon. I have but two complaints concerning this book:

1) Cutting down the Gulthias tree kills the supplicant under its influence. It would have nice to alter this and add a way that supplicants can survive and be redeemed with an atonement spell or with any other quest. It would have allowed for further development for this adventure. 2) I think the village of Oakhurst could have been a bit more developed. There are notes about the village, but a couple of sidequests idea related to the main adventure goal would have been nice. After all, the "bad guys" are not confined to the dungeon.

Otherwise, this is a nice first adventure and it is easily converted to any campaign.



Rating:
[3 of 5 Stars!]
The Sunless Citadel (3e)
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B11 King's Festival (Basic)
by Martin S. [Verified Purchaser] Date Added: 10/05/2017 11:52:15

spoiler alert As stated on the back cover, this is an introductory module to not only fantasy roleplaying, but also to the D&D basic rules. As such it contains several pages of reproducing useful rules to run the module as well as a section that can serve as players introduction to roleplaying and to the setting in which this adventure is located, The Grand Duchy of Karameikos. For DM who do not own this resource, an overview is provided. These sections are very useful and I have rarely seen so much care put into modules written in these years. Even the pre-generated characters have a generic background that adds flavor and helps playing them.

The adventure itself is pretty straightforward. After arriving in Stallanford, on their first night, the village is attacked by Orcs who kidnap the village's priest, Aralic, for their own unfathomable reasons. The characters are asked to help defeat the Orcs and save the priest who is the most important character in preparing the upcoming King's Festival. With or without help, the characters find the Orcs' lair and there thy can free Aralic if they can defeat the Orc Chief and his guards. Compared to other adventures I read that were published during these years, the room's description are very good and the advice on how to play the opposition and how to use the different rules (like morale) is very sound. The same can be said of the second level of the dungeon. All the encounters are detailed and fitting of the generic atmosphere of the dungeon.

The link between the two dungeon levels is a bit tenuous in that Aralic tells the characters the Orcs discovered an ancient evil in the caves below and he asks them to investigate after getting some rest. Unless the Orcs are confident they can repel said evil, it is hard to understand why they would elect to live so close to it. Of course, an experienced GM can elaborate and find a good excuse to have the Orcs live so close to an evil cleric commanding undead. Likewise, although both dungeons are caves, it would have been nice to provide some kind of background for the dungeon. Who used the second level as a crypt? Who lived there before the Orcs? Again, this is easily fixed and it does not prevent this module for being a very well written and extremely useful introductory module for both GMs and players. Actually, experienced GM looking to start a new campaign could easily add a bit of background around the dungeon and they would have a very good first adventure with most of the work done for them.

This adventure is one of the better adventure of the B-series in my opinion.



Rating:
[4 of 5 Stars!]
B11 King's Festival (Basic)
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DDEX1-02 Secrets of Sokol Keep (5e)
by Jim B. [Verified Purchaser] Date Added: 10/05/2017 10:31:36

Fairly new (back) to DM'ing. It could use a bit of streamlining in play, otherwise it's quite difficult to keep under 4 hours when you have a gamestore table (read: social time). The lack of maps for the second part is a bit disconcerting, but easily resolved with my own constructs.

Final dungeon crawl went pretty fast - a couple of the encounters don't seem to scale well to Very Strong parties.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
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FR11 Dwarves Deep (2e)
by Keith G. [Verified Purchaser] Date Added: 10/04/2017 18:40:48

Great book for dwarven lore and history. Gave it 4 stars only because I was hoping for maps of the dwarven kingdoms, but that wasn't available. The book does have a large map of the subterranean tunnels that connect the dwarven kingdoms which is a pretty good and can be used in your own campaign setting with a little adjustment. I used Foxit PDF to open it and the chapters are hyperlinked so you can go to the table of contents and click to the section you want to read up on. Great for those who use a laptop with their live game or a VTT.



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[4 of 5 Stars!]
FR11 Dwarves Deep (2e)
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DDAL07-01 A City on the Edge (5e)
by Aaron T. [Verified Purchaser] Date Added: 10/03/2017 18:22:52

A City on the Edge is very much like a Faction choose your own adventure. Each one hour adventure easily takes 1 1/2 hours and is Background rich. All in all a very enjoyable adventure to introduce your PC's to Port Nyanzaru.



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[5 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
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Tortle Package (5e)
by Christopher B. [Verified Purchaser] Date Added: 10/03/2017 13:32:07

5/5 for lore, 3.5/5 for the adventure. Averages out to a high 4/5 but not enough to hit 5/5 for me.



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[4 of 5 Stars!]
Tortle Package (5e)
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DDAL07-01 A City on the Edge (5e)
by Christopher B. [Verified Purchaser] Date Added: 10/03/2017 12:41:33

These adventures are fine as an alternative to the side quests in Port Nyanzaru, but I found them to be lacking compared to the side quests in the book and the ideas in Encounters in Port Nyanzaru.

The biggest benefit to 07-01 is that the rules for Dinosaur Racing are better set up here than in the hardcover for Tomb of Annihilation.



Rating:
[3 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
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DDAL07-02 Over the Edge (5e)
by Christopher B. [Verified Purchaser] Date Added: 10/03/2017 12:39:03

As standalone, fun ways to bring tier 2 characters who are not in Chult to Chult: I had a ton of fun DMing the 4 of these that I ran (2-5, skipping number 1). They were creative and entertaining. My players particularly loved roleplaying the third adventure.

Note: Do not expect to run this as part of the Tomb of Annihilation hardcover! These work best as standalone modules separate from the hardcover!



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[4 of 5 Stars!]
DDAL07-02 Over the Edge (5e)
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DDAL05-01 Treasure of the Broken Hoard (5e)
by Dennis A. [Verified Purchaser] Date Added: 10/03/2017 03:20:16

Excellent module for new players to jump into. 5 really short sessions keeps sessions breathable for players new to D&D. Might be quite bland for seasoned players though. Fun hack&slash episodes mixed with some puzzle solving. Overall a good module to run and play.



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[4 of 5 Stars!]
DDAL05-01 Treasure of the Broken Hoard (5e)
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DDAL07-01 A City on the Edge (5e)
by Darren C. [Verified Purchaser] Date Added: 10/02/2017 17:41:13

This worked well for introducing Port Nyanzaru and Chult for my players with some more tangible quests for first level characters than diving straight into the hardcover. I'm going to have the introduction to their patron for investigating the Death Curse happen after they complete this series of tasks for Soggy Wren (he seems to work really well for centering the disparate missions if the players make contact with him first - he can say "hey, my friend across town is having these troubles, why don't you check in with him?" and then they can keep bringing the pieces of the relic back to him). These experiences should set them up a little better for heading into the jungle. Over the past two Sunday afternoons we were able to fit in character creation and the first four quests with some additional Port Nyanzaru encounters as I tried to graft this onto the ToA hardcover. But doing that stretched things out, plus these were more like 90 minute adventures if you use them to build up the setting, thought we'd get through the last 3 this past Sunday but only got another 2 in over 3 1/2 hours of play (extra encounters and roleplaying accounting for the extra half hour). Since we're kicking off the Death Curse quest after I figured I'd start these after about a tenday of the Curse being in effect rather than 20. The five quests are a little uneven, with the fourth quest the super fast zombies make it unlikely the heroes will save all or any of the prisoners and the brief dungeon crawl to the climactic battle with the wizard and his zombies is just plain boring and unnecessary, I sped the PC's through that part but the battle was fairly close run, one PC got dropped going after the wizard as they didn't concentrate their fire on him and the one guy chasing him down was worn down by fire bolts before making it all the way across the room. Overall felt the very strong party suggested scaling for parts 3 and 4 wasn't all that difficult for the party of 6 2nd level characters to handle, even with an expanded battle with pterafolk encounter wearing them down a bit at the start of part 3. Battle at end of part 4 was closer as one player had to leave right at the start of the fight - fortunately a couple zombies were contentedly munching on prisoners rather than fully in the fight. Used the strong party guidelines for seven level one characters in the other two parts and that was also not too challenging for my players; except for the velociraptor fight in part 2, that one was brutal - recommend being very careful with that, using 1 or 2 higher CR monsters rather than a bunch with pack tactics might make it more survivable if your PC's are level 1 (we ran it as the first quest in the module).



Rating:
[4 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
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I6 Ravenloft (1e)
by Steven M. [Verified Purchaser] Date Added: 10/01/2017 09:13:46

POD is poor quality. The black text is faded and makes it hard to read.



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[1 of 5 Stars!]
I6 Ravenloft (1e)
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DDAL06-01 A Thousand Tiny Deaths (5e)
by Jonathan E. [Verified Purchaser] Date Added: 10/01/2017 07:04:38

Honestly this isn't a favourite adventure. The entire crawl basically needs to be run in initiative due to the constant attacks by the kobolds, which ends up making ita slog.



Rating:
[3 of 5 Stars!]
DDAL06-01 A Thousand Tiny Deaths (5e)
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DDAL05-07 Chelimber's Descent (5e)
by Jonathan E. [Verified Purchaser] Date Added: 10/01/2017 06:58:53

This adventure has a lot of potential but is let down by some poor editing during the middle section with the traps. Works well if you run it following Beneath the Fetid Chelimber.



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[3 of 5 Stars!]
DDAL05-07 Chelimber's Descent (5e)
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DDAL05-03 Uninvited Guests (5e)
by Jonathan E. [Verified Purchaser] Date Added: 10/01/2017 06:55:43

I've run this adventure three or four times and love it. Great low-level adventure for newbies or oldies alike. Helps having a working knowledge of Parnast from HotDQ.



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[4 of 5 Stars!]
DDAL05-03 Uninvited Guests (5e)
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DDAL05-11 Forgotten Traditions (5e)
by Jonathan E. [Verified Purchaser] Date Added: 10/01/2017 06:52:49

Great dungeon crawl with plenty going on. The final boss encounter has the potential to be either incredibly easy or difficult depending on the party and how well you can remember its huge statblock.



Rating:
[5 of 5 Stars!]
DDAL05-11 Forgotten Traditions (5e)
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