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CCC-PDXAGE-02-01 The Dark Hunt
Publisher: Dungeon Masters Guild
by Guy D. [Verified Purchaser]
Date Added: 11/15/2017 18:06:41

This is what I want from a two hour module. A simple scenario that is fun to play out. It tok us three hours, but I did allow the players to spend a lot of time investigating in the early parts of the module.

There is enough plot to get the characters to role play and make choices, but not so much that they lose focus. The combats are good and have variety.

Highly recommeded.

I was running it for only three characters, so I needed to take it easy on them, but it still worked well.

I do think the provided map of the keep was not useful, though it was easy to improvise around that. The second encounter needed a little tweaking, but would still have worked as written so long as nobody was paying too much attention.



Rating:
[5 of 5 Stars!]
CCC-PDXAGE-02-01 The Dark Hunt
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DDIA05 Storm King's Thunder: A Great Upheaveal (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 08/10/2017 20:20:54

You can get this for free, so there is no need to complain about anything. If you want a quick path to teir 2, this will do it. The adventure has a few phases and will take six to twelve hours, but it introduces the trouble with giants well starting with the sound of drums. Players come away knowing something is up but they won't know what exactly, yet they will get to experience several great hints about the stories coming up.

Storm King's Thunder is an excellent hard back adventure and this makes a good starting point.



Rating:
[4 of 5 Stars!]
DDIA05 Storm King's Thunder: A Great Upheaveal (5e)
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DDAL05-05 A Dish Best Served Cold (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 08/10/2017 20:17:36

A much better story than Dire Need with a few interesting NPCs. This still requires a journey and random encounters, but at least when you get to the destination, information needs to be gathered, choices need to be made and ramifications come with that. The module has opportunities for different parties to approach things differently as violence, stealth and diplomacy can all take the adventure in different directions. There is also a fun mission for one of the factions.



Rating:
[4 of 5 Stars!]
DDAL05-05 A Dish Best Served Cold (5e)
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DDAL05-04 In Dire Need (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 08/10/2017 20:14:39

This is an odd start to the second teir of the season. We learn about the problems giants are facing in the area and the problems they are causing, but the mission itself is a little too simple. The party must journey, then sneak in and rescue. This relies on random encounters en route and then the main art of the module can be down in several ways. A violent party can just wade in, while a stealthy party can do the sneaky way. That is the only real choice in the module. Otherwise its a "follow the train" story.



Rating:
[3 of 5 Stars!]
DDAL05-04 In Dire Need (5e)
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DDAL05-07 Chelimber's Descent (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 08/10/2017 20:11:34

Chelimber's Descent is a good little dungeon crawl. There are monsters, traps and puzzles. The challenge is for the players to pay enough attention to key pieces of information. When I played it, I wasn't in the mood for unravelling clues from poetry and that hurt my character. Essentially the Chelimber dyptich is an optional side quest during a night Parnast story arc. It has its place and woulkd probably work best as a double header with part 1.



Rating:
[3 of 5 Stars!]
DDAL05-07 Chelimber's Descent (5e)
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DDAL06-01 A Thousand Tiny Deaths (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 08/10/2017 20:07:59

A short simple dungeon crawl. As it is designed to be a trigger for Forge of Fury it lacks a bit of plot itself. I played this twice and both times the party lacked motivation to follow the plot and found ourselves staring down the final encounter without the motivation to fight. My feeling is that the DM has to engineer a bit of motivation for the character and particularly highlight that they will need to travel this way again in the future, or at a minimum make the villainy of the kobolds clearer.



Rating:
[3 of 5 Stars!]
DDAL06-01 A Thousand Tiny Deaths (5e)
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 07/31/2017 00:13:48

I played this twice. The first time took one hour and the second time took almost four so you can strecth it out by paying more attention to the details and the options, but mostly this is a short module and really just half a story. It would have been far better to put the two halves into one module.

There is also very little linking this to the rest of the teir one story arc and for that reason I mark it down.



Rating:
[2 of 5 Stars!]
DDAL05-06 Beneath the Fetid Chelimber (5e)
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In Volo's Wake (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 07/31/2017 00:11:05

Lots of fun here. The short mosules are easy to prepare and run. Most can run for two hours which makes them good enough to be adventures on their own. The series is designed to make use of the new Volo monsters and it does a good job of this with each adventure focusing on a different one. Its also good that it is designed for first teir rather than level 1-2 like previous anthology modules. The last couple are quite scary once you hear what monsters your first teir characters will face. But the best thing is all good adventures and easy to prepare and run.



Rating:
[4 of 5 Stars!]
In Volo's Wake (5e)
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DDAL05-13 Jarl Rising (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 07/31/2017 00:08:31

There is some good value in this module, but the second teir story arc of this season lacks a little compared to the other teirs. The party is sent on a recon mission, so this becomes mostly a road trip. There is a faction mission to deal with a noise complaint, which makes for a good fight, but little sense. Sadly the module felt padded out to the four hours and plays a poor role in the story arc.



Rating:
[2 of 5 Stars!]
DDAL05-13 Jarl Rising (5e)
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DDAL05-12 Bad Business in Parnast (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 07/31/2017 00:05:50

Simpe module in which the party must investigate suspicious circumstances in town. Talk to people, find out who is lying, follow people, protect people and so on. This is good role playing and an opportunity for non-combat types to make a noise. This then leads into a single big battle which rewards the combat characters.

I really would have liked another battle mid-way through and a longer story, but as a two hour module, this tends to run long anyway.



Rating:
[3 of 5 Stars!]
DDAL05-12 Bad Business in Parnast (5e)
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DDAL05-16 Parnast Under Siege (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 07/31/2017 00:02:03

Very good to have a module with a different structure to usual. This one makes quite a good finale to the teir one story line. It can be summed up quite simply as lots of role playing followed by lots of fighting. It also has links to several of the modules earlier in the season and the capacity to be used as a mini-epic. Its not perfect but makes up for it with uniqueness and strategy.



Rating:
[4 of 5 Stars!]
DDAL05-16 Parnast Under Siege (5e)
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CCC-CIC-02 The Clockwork Laboratory
Publisher: Dungeon Masters Guild
by Guy D. [Verified Purchaser]
Date Added: 04/23/2017 21:00:38

True to expectations, this is a very good and very different module. What this series has done has been missing from AL games: It makes players pay attention and take interest. Not only in the deatil, but this brings a sense of wonder that is often missing. There are traps, puzzles and most importantly there is serious time pressure and some good battles along the way. This is no cliched dungeon crawl. It is one step away from being Vincenzo Natali's 1997 movie "The Cube"

Now, you can't just grab the module and run it; it does take more prep work than usual. You need to read and reread the module, but it is worth it.

You can also replay it as many random things happen.



Rating:
[5 of 5 Stars!]
CCC-CIC-02 The Clockwork Laboratory
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DDAL05-08 Durlag's Tower (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 04/05/2017 20:27:41

This was the first four hour tier 3 module. The previous ones really tested the resources of characters while also providing role polay opportunities, but cutting down to four hours meant something has to give. In this case the only sacrifice was the logic of the quest (don't ask why we're going back to report if we're in a race to the goal) Its a very good module for the tier with players having flexibility in what order they do things in. The Dm has a lot of flexibility too which allows a lot more fun as the encounters can happen at any time. (I like to punish players that rest unnecessarily) Then there is a great final battle. As far as the plot goes, it has similarities to the Chelimber modules. Part 1 is find and secure the tower, while part two is a dungeon crawl. My issue was time is limited as agiant lord wants the tomb too, so why would we secure the first level, defeat its defenders and then leave it unproected to report back.



Rating:
[4 of 5 Stars!]
DDAL05-08 Durlag's Tower (5e)
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DDAL05-09 Durlag's Tomb (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 04/05/2017 20:21:26

Its a dungeon crawl, but quite a good one. One of the issues of splitting the teir 3 modules in two is that some modules feel like they are missing things. This one has very little hook as it is part 2, and very little role play, but it does have a good suite of traps, puzzled and monsters, all of which are what you want in a dungeon crawl. My only concern was that one of the traps was easily countered by magic items rather than roguish skills when it would have been more fun the other way.



Rating:
[4 of 5 Stars!]
DDAL05-09 Durlag's Tomb (5e)
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DDAL05-15 Reclamation (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 04/05/2017 19:52:26

This is a general observation that the 3rd tier modules this season are mostly simple dungeon crawls. This pair is very much that way: simple. Even if paired with its predecesor, this one is quite simple. There is little or no role play, as if the designers have left that for low tier adventures letting the tougher characters just focus on combat: The problem with that is that the combats are not that tough. A DM really needs to look at ways of beefing up the encounters which can be done legally. I strongly recommend capping tables to 4 players, simply to stop the other 3 getting bored.



Rating:
[2 of 5 Stars!]
DDAL05-15 Reclamation (5e)
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