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DDAL07-03 A Day at the Races (5e)
by Ronald L.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 16:01:00
DDAL07-03 A Day at the Races (5e) There are two distinct parts to this mod. I'm going to call them the 'race' and the 'fight. The race is brilliant. Lots of small skills that don't see enough use, and it's just plain fun to run & play. It takes a little effort by GMs to adjudicate off-the-wall ideas that players can come up with, but that's normal, even if this even inspires more of it than usual. The fight is extremely tough. I've seen it be fair, I've seen it be horrible, I've seen it be unwinable. The issue is that two hour mods simply do not have the time for a standard array of fights, and the challenge level short-rest and long-rest characters can absorb is simply to wildly variant. DMs need to be aware not just of your party's by-the-book, power level, but it's short vs long rest power levels -- if the party is heavily weighted with short rest characters, be aware that they may not actually be as strong as the level numbers indicate. They need two short rests to the long rest to match the long-rest ...

Rating:
[4 of 5 Stars!]
Micro Maze 01: The Garden of Mad Alchemy (Solo Game)
by Richard S.
Publisher: Fishwife Games
Date Added: 04/15/2018 14:57:07
Micro Maze 01: The Garden of Mad Alchemy (Solo Game) More simplistic than Exiles of the Wicked Maze but easier to get going and has a different goal. Good fun! It would be a 5 star rating if there was more than one map like Exiles. 3 different mazes would be good.

Rating:
[4 of 5 Stars!]
Coriolis: The Dying Ship
by Megan R. [Featured Reviewer]
Publisher: Modiphius
Date Added: 04/15/2018 10:47:37
Coriolis: The Dying Ship This adventure is a classic tale of a ship that has gone silent and off course, with the party sent to discover what's amiss, sort it out and recover a valuable cargo hauler and its load. The text begins with a detailed explanation of what has gone wrong and how it all came about, masses of beautiful detail that's enlightening for the GM but does raise the question of how easy it will be to enable the party to discover it all for themselves. The adventure is well-resourced, with plenty of handouts and five pre-generated characters for groups who want to start straight away and have no characters of their own. Using your own characters is, however, a viable option. There are also some interesting comments about pacing the adventure, which can be done in a session or two if the group is time-strapped, or played out in a more leisurely manner for groups who like to explore every aspect of a given situation. Like any adventure, a thorough understanding and preparation on the part of the...

Rating:
[5 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
by Nicholas O.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 07:38:09
DDAL07-01 A City on the Edge (5e) Great Module! little longer than anticipated, but still very fun. My players really enjoyed mission 2. Ending felt a little rushed as far as story, but still good. Looking forward to more.

Rating:
[4 of 5 Stars!]
Tattered Banners - Bandit Lords and Mercenary Captains
by Dominik S.
Publisher: GRAmel
Date Added: 04/15/2018 06:49:19
Tattered Banners - Bandit Lords and Mercenary Captains Really helpful and creative book if you want to manage a mercenary group. The additional rules are really fast, fun and fourious!

Rating:
[5 of 5 Stars!]
Beasts & Barbarians Steel Edition Player Guide
by Dominik S.
Publisher: GRAmel
Date Added: 04/15/2018 06:47:18
Beasts & Barbarians Steel Edition Player Guide On of the best savage world settings I´ve read so far. Full recommendation.

Rating:
[4 of 5 Stars!]
Soul in the Water
by Dominik S.
Publisher: GRAmel
Date Added: 04/15/2018 06:45:41
Soul in the Water I really like most of the Beasts and Barbarians adventures but this one is really not my favourite. The backgroundstory is not explainend sufficiently, so that, as a gamemaster I don´t get a lot of plont point. Especially the reason for the existence of the McGuffin Crystal is poorly explained. I think with some editing this could be a much better story.

Rating:
[3 of 5 Stars!]
DDEX2-10 Cloaks and Shadows (5e)
by Jacob W.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 01:31:15
DDEX2-10 Cloaks and Shadows (5e) This is probably the best season 2 module (at least in tier 1) avaliable. The investigation and evasion of guards provides a unique experience compared most modules. It also contains a good variety among the different locations you can investigate. From the beginning escape from a theatre, to defending an inventor while he ready his flying machine, to a 3 story fight up a windmill culminating in an air chase though the streets.

Rating:
[5 of 5 Stars!]
DDAL07-05 Whispers in the Dark (5e)
by Jacob W.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 01:25:35
DDAL07-05 Whispers in the Dark (5e) This is an excellent finale to the Jungle has Fangs trilogy consiting of a timed puzzle (in the form of endless zombies) followed by a boss battle beneath the ruins. The first half requires that the players solves several riddles (one for each player) and activate the corresponding pedestals while also dealing with increasingly more zombes. If the players alert the zombies before they begin the puzzle (as my players did) this becomes a much more difficult fight and will probably require some hints from the DM (Wadamu) in order to actually succeed. The 2nd part involves a boss battle against a yuan-ti. Unfortunately my players were below the the recommeded party strength to the tuan-ti was quite a bit weaker than she could have been. But her legendary actions still provided her with enough versatility to scare them. The final escape as the temple is collapses is the weakest part by far but it is very short so it doesn't cause a problem. The most unusual plot point also occurs ...

Rating:
[4 of 5 Stars!]
HYPERLANES Corebook
by Patrick B.
Publisher: Scrivened, LLC
Date Added: 04/15/2018 01:21:31
HYPERLANES Corebook NOT a standalone rule set. This sytem requires D&D 5. you will be completely lost from the opening paragraph, if you're not familiar with the core game. Well produced.

Rating:
[2 of 5 Stars!]
DDAL07-04 A Walk in the Park (5e)
by Jacob W.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 01:13:59
DDAL07-04 A Walk in the Park (5e) This is the weakest adventure in the Jungle Has Fangs trilogy but is suprisingly quick, my group actually completed it in under 2 hours with roleplaying which was a first for a 2 hour module. The module as a whole feels like it only really exists to setup for the 3rd part of the trilogy with the only real highlight being Wadamu who brings something different to an otherwise uninspired module. The introduction left my players confused as they wanted to investigate the shop owner more but no advice is given in regards to that. You're just supposed to visit the shop then Wadamu takes you into the jungle. Infiltrating the village is also rushed through with your arriving Wadamu 'vouching' for you then a fight in the central tent. Overall this module only really serves to get you to the 3rd part of the trilogy and could probably be skipped....

Rating:
[3 of 5 Stars!]
DDAL07-03 A Day at the Races (5e)
by Jacob W.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 01:02:22
DDAL07-03 A Day at the Races (5e) The majority of the module consists of the race and it provides different mechanics for each leg (4 in total). This keeps the event for turning into a bland series of ability checks as each leg has a different goal and allows different characters to shine. The combat at the end provides an opportunity for more combat orientated characters but feels unnecessary and only really helps to connect this module to the next one in the trilogy.

Rating:
[4 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
by Jacob W.
Publisher: Wizards of the Coast
Date Added: 04/15/2018 00:57:51
DDAL07-01 A City on the Edge (5e) A good amount of variety between the individual adventures and a good introduction to the different elements of Port Nyanzaru. The only real negative is that like usual it can be quite difficult to run each of these in under an hour.

Rating:
[4 of 5 Stars!]
DDAL07-09 Unusual Opposition (5e)
by Diana V.
Publisher: Wizards of the Coast
Date Added: 04/14/2018 23:11:39
DDAL07-09 Unusual Opposition (5e) Overall, a fairly fun adventure. The combat with the rocs can easily eat up large portions of time, so watch out for that. Requiring the characters to "play nice" with hags is always fun, and a very good change of pace from normal "infomation fetch" missions. The Ramshackle King is a good RP opportunity for characters, and one wanted to stay with his ... not quite cult, but was *barely* talked out of it. I only mention this to give a sense of how effective he can be. The final death knight combat is exciting, but if you don't have anyone good at searching it's hard to find the bodaks, unless I drastically misread the module. My party just retreated afterwards, which fixed the problem....

Rating:
[4 of 5 Stars!]
DDAL07-06 Fester and Burn (5e)
by Brian V.
Publisher: Wizards of the Coast
Date Added: 04/14/2018 23:00:29
DDAL07-06 Fester and Burn (5e) My players called this "Two Combats for Which We Are Underleveled and Ill-Prepared, with Occasional Plot", and I think that's accurate. The initial plot hook is very compelling, and everyone got into it very quickly. Poe is fun to roleplay, as is Crackle, so everyone had a good time with those interactions. The issue is really that the combats are incredibly drawn out. This module ran 4.5 hours when I ran it, and all but maybe 45 minutes of that was one of the two combats. None of my players were able to guess that the undead either needed fire or were immune to it, so everything took a lot longer than it maybe should've. The final battle is very easily a TPK, and for my table it wasn't by only one roll on my part. Note that Spawn of Kyuss are exceedingly powerful this season, so if you take those options, be careful unless you're ready to kill T2 characters....

Rating:
[4 of 5 Stars!]
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