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WBW-DC-PHP-TYM-02 we woke up in the sky
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 01/06/2025 01:34:21

Despite being a Wild Beyond the Witchlight dungeoncraft, this is a high combat adventure without non-violent options. I really like the story and the fey realm setting. The combat encounters seem a bit over tuned. I like to run the adventures as written. My group of 5 players had three who had played the previous adventure, knew the important tactics, and played well. We still had 4 characters go down at different times and 2 of them ended up dying. The player characters end up having to make lots of saving throws, and I think that if they hadn't included a paladin with a +6 save aura, it might have been a TPK. When you run this, I encourage you to insist on at least one paladin in the party. You should also adjust the difficulty down one level (ex. Strong party becomes Average). In Part 3, you should make sure that the players understand that the Trapped Dreamers are immune to damage and have to be awakened. Even though the adventure explicitly says that only player characters can use their action to wake a dreamer, you should still allow summoned creatures and allies to do it as well. Otherwise, the boss monster's resistances last too long. I still had fun and my players had fun. I recommend this adventure.



Rating:
[4 of 5 Stars!]
WBW-DC-PHP-TYM-02 we woke up in the sky
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WBW-DC-PHP-TYM-01 i dreamt that i was falling
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 01/02/2025 04:13:09

This is a high combat adventure that includes 3 difficult fights. It also includes some fairly easy puzzles and some interesting role-play encounters. The maps are adequate, but don't particularly appeal to me. I liked the story of the adventure but the 1st encounter is too difficult, especially for characters lacking good wisdom saves. I very much prefer to run adventures as written. I want my players to succeed, but I'm ok with them failing especially if it feels like an epic battle or a failure due to poor decisions by the player characters. I've DMed this adventure twice. The first time that I ran it, I had 4 players, each playing some sort of martial character. It resulted in a mission fail after about an hour and 15 minutes into a nominally 4 hour adventure. The encounter in part 1 scene A consists of meenlocks (with a fear aura), Shadar-Kai Gloom Weaver (imposing disadvantage on saving throws while within 10ft and each round casting a leveled spell in addition to two weapon attacks doing large amounts of damage), and a home-brew environmental effect that (on a failed DC15 charisma save) causes a -2 penalty to AC and saving throws before eventually transforming into a lonely sorrowsworn (a monster that also is forcing wisdom saves in addition to making particularly damaging attacks). Three player characters went down due to damage or paralysis and the last character fled the battlefield due to compelled movement from the Fear spell. It didn't feel fun. I wanted to give the adventure a 2nd chance because I liked the story of the adventure. I ran the adventure the following week but insisted that the party include a paladin with a very good save aura. The 7 player party the next week included 2 paladins and a sorcerer with counterspell. The adventure went well and everyone had fun. I like this adventure, but I recommend that you also insist on a paladin participating and I also recommend emphasizing how the trees of lament seem more creature-like each time someone fails a saving throw.



Rating:
[4 of 5 Stars!]
WBW-DC-PHP-TYM-01 i dreamt that i was falling
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DC-PoA-KCB-MBL - The Stolen Curse
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 12/08/2024 20:15:37

I really liked the story of the module, but I was frustrated by missing stat blocks. There were no stat blocks for Icewind Kobold, Gnoll Hunter, Werepolarbear, Chwingas, or any sort of stat block for Atenas Swift (male neutral good human). The Icewind Kobold and the Gnoll Hunter are almost certain combat encounters, so their missing stat blocks are especially missed. The Icewind Kobold Zombies were particularly ineffectual and mostly just got in the way. Different monsters in Scene E would probably have been more fun.



Rating:
[4 of 5 Stars!]
DC-PoA-KCB-MBL - The Stolen Curse
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Pirates of Atlantis (5E)
Publisher: Dread Unicorn Games, LLC
by William F. [Verified Purchaser]
Date Added: 05/03/2023 14:02:51

An excellent campaign. I got to be one of the play-testers for this book. I had a lot of fun with it as a player, but I was especially impressed when I later got a chance to read it as a kickstarter backer. I liked how our DM had us work out some connections between our characters at the very beginning. Those PC connections are included as part of the campaign. The campaign has a very sandboxie feel for the players while having a fairly orderly progression for the DM. Encounters with specific NPCs drive a lot of the plot, and those NPCs could be anywhere from helpful to a hindrance depending on how the party is doing. I expecially like how the book has guidance for how later encounters can be adjusted for possible failures in earlier parts of the campaign. The campaign has some factions that can assist the PCs. The mechanisms through which the factions assist the party seems to be drawn from 13th Age but worked well for our D&D 5e campaign. This campaign does have several sea battles. It has it's own ship combat rules that are different from those presented in Ghosts of Saltmarsh, but I think either set would work fine for those battles. In any case, it has a cool "fighting pirates" vibe that I think you'll enjoy.



Rating:
[5 of 5 Stars!]
Pirates of Atlantis (5E)
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TRI Nightmare Series Bundle
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 04/26/2022 17:18:48

I've run them all. These have good stories and fun combats. The magic items are useful and the players will be pleased with them. The second module (TRI-06) ran a little long. If I were to run it again, I would skip the 2nd combat in part 2. Just one combat is enough to let the party know about the weird stuff that the hag is causing. The party gets a long rest after part 2 in any case, so you don't need to be draining resources. The 3rd (TRI-07) has combats that might be a bit too difficult if the players have a low APL and make mistakes in solving the puzzle because fighting elementals even one at a time is tough if you are near the bottom of tier 2. I might drop their hit points if I run it for a similar group again. The final betrayal fight exiting the chapel is pretty tough as well and the party may want to flee to the surface. Make sure that the Hydra starts 30ft away from the closest party member so that fleeing might be an option. It is not contemplated in the module, but it seems to me that returning to the surface and getting to the ship would resolve this encounter. The 4th (TRI-08) has a big Role Playing section in the middle that could get out of hand. It probably works best to just have the players toss out a few ideas about how they would help each of the groups prepare for the attack and then do just a few skill checks. Make sure that you give the players the preparation boons (p38) as soon as you finish the role play section so the players can use the boons in the fight. It is a great story and the players will definitely feel like heros of Mulmaster.



Rating:
[5 of 5 Stars!]
TRI Nightmare Series Bundle
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DC-PoA-HAG-SF4 Failing You
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 04/12/2022 00:43:36

I think that it is essential to emphasize the dream-like quality of the 1st combat. It is worth running the fight rather than just narrating the conclusion because even though it is an unwinnable fight, it will be the only combat encounter if the characters do things right. This is a very role-play heavy module and so will probably work better with a smaller party. It was a good story and would work well for theatre-of-the-mind. Player who especially enjoy complicated tactics may be disappointed by the lack of fights.



Rating:
[4 of 5 Stars!]
DC-PoA-HAG-SF4 Failing You
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Giant Serenade (WBW-DC-JOQ-03)
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 03/15/2022 00:19:45

This is my favorite of all the Joquiet adventures. They all have a strong "soap opera" vibe but this one has the most while still having some fun combat encounters as well. The hyper-dramatic "soap opera" reveals come towards the end of the adventure (and are especially cool if you have been running the whole series). You don't want to miss out on the reveals so make sure you stay on track with the timing. My 4 player in-person pick up group at our FLGS finished right at 4 hours although my sessions typically go a little bit long. The only change that I would recommend would be to have the party feel watched regardless of passive perception in Part 2 Scene B to foreshadow the psychic squirrels (cranium rats) encounter in Scene E. The magic items are great and your players will appreciate them, even if only for their trade potential.



Rating:
[5 of 5 Stars!]
Giant Serenade (WBW-DC-JOQ-03)
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Mirror, Mirror... (WBW-DC-JOQ-02)
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 03/11/2022 05:40:35

I very much enjoyed playing and DMing this module. I especially like the over-the-top soap opera vibe of the entire Joquiet Domain of Delight series. One of the things about all of the season 11 modules is that if the characters lean into non-combat solutions to the encounters, the modules can run shorter than advertised. In addition, even tier 1 parties now frequently have flying characters. To make up for that, I would probably add some Needle Blights to the "A Warning Shot" section of part 1 and to the "Up the Garden Path" section of part 4. They seem thematically appropriate and could extend the combat and have ranged attacks to threaten the fliers. You should probably give the "Evil Twin" advantage on their stealth check and not reveal them until the party is engaged with the plant creatures. You should give the evil twin a good villain speech with the evil twin claiming that the character he is modeled on is the actual impostor and going on about his destiny. In the "Uncle's Gratitude" section, you should definitely have the characters notice all the jealous looks. It is important foreshadowing for the following adventures.



Rating:
[5 of 5 Stars!]
Mirror, Mirror... (WBW-DC-JOQ-02)
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CCC-RPSG-03 Fenaria's Gambit
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 02/14/2022 00:07:16

A great module but it runs very long! It claims to be a 4 hour module with 2 one-hour bonus objectives. My players used social interaction to by-pass/minimize some encounters and we skipped one bonus objective completely but it still took them 8 hours to complete. If I ever DM this again, I'll split it into 2 sessions and end the 1st after delivering the refugees to the barge or the High House of Hurting (or after bonus objective A if you are also doing that). There are significant environmental effects to keep track of. The wild magic surges were amusing but slowed things. I ran this on Roll20 and was able to pull in the monsters from my compendium but many of the monsters used aliases and it was hard to remember that the Thayan Knight used the Blackguard stats for example. I really liked the NPCs and had fun with them. It was a great conclusion to a great trilogy.



Rating:
[5 of 5 Stars!]
CCC-RPSG-03 Fenaria's Gambit
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Dancing at Her Funeral (WBW-DC-JOQ-01)
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 10/16/2021 03:04:20

I've only done this module as a player rather than a DM, but I had so much fun with it that I bought it right away. The soap opera sytle hyperdrama seems espicially appropriate for the feywild. I'm very much looking forward to running this for our local players as soon as we are able to game in-person



Rating:
[5 of 5 Stars!]
Dancing at Her Funeral (WBW-DC-JOQ-01)
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CCC-GSP01-01 A Dragon's Breath
Publisher: Dungeon Masters Guild
by William F. [Verified Purchaser]
Date Added: 01/05/2021 00:40:12

This is my favorite CCC adventure so far, and I've run a lot of them. This adventure is great for 1st time players, but I think that it is especially good for players who are fairly new to the game and have fought some goblins and kobolds but who haven't yet had any epic adventures. This is the adventure that will make them decide to be heroes. There are some great exploration and combat parts and some truely awesome social encounters



Rating:
[5 of 5 Stars!]
CCC-GSP01-01 A Dragon's Breath
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DDAL04-14 The Darklord (5e)
Publisher: Wizards of the Coast
by William F. [Verified Purchaser]
Date Added: 08/28/2018 02:46:21

This adventure runs long. The first part is role playing and exposition but it is always fun to have Jeny Greenteeth show up. My group decided to have the ghost Instructor Rabenovich be the third in the Hag coven so we skipped part 2 (I hadn't realized that part 2 is supposed to happen on the way to the ritual if you don't go to find Aya Glenmiir. But I don't feel that it's a necessary encounter, especially with the time constraints). Part 3 was really memorable with Sybil ageing away before the characters eyes as the ritual took place. The Goblyns aren't a particularly interesting monster and mostly serve to chew up the characters spell slots so it's probably best to keep them bunched up so the encounter will go quickly. The ruins of Boszorkan Keep were cool. At the gatehouse you should emphasize that the gate seems hung up on something (to subtly warn them that it might come down) and you should mention the tracks across the court yard (and the terrorvine shouldn't effect them if they stay in the tracks). The Map is labeled wrong and North shoud be on the side where it's labeled Boszorkan Keep. The assassin was a really tough opponent (especially since he got a very high initiative in my game). The controls for both the gate and the portcullis should be in the guardroom with the assassin. The secret door traps to room 8 are only disarmed and unlocked if keys have been put in on both the room 4 and 7 sides. The final boss fight was especially tough. My group had to fight the Strahd Armor in room 9 at the same time as they fought Esmae in room 10 because the witch ran to warn Esmae and the characters chased her. The witches are much more effective casting Tasha's laughter rather than trying to melee. The charm part of Esmae's kiss attack is especially effective. I decided that the charm effect went away when the Evening Glory vestige was taken. My characters pushed Esmae out the window twice but I ruled that she just misty stepped back in and I think that was reasonable but the open window will definitely lead your players to want to do the same thing. It was a very hard fought battle.



Rating:
[5 of 5 Stars!]
DDAL04-14 The Darklord (5e)
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DDAL07-08 Putting the Dead to Rest (5e)
Publisher: Wizards of the Coast
by William F. [Verified Purchaser]
Date Added: 08/27/2018 18:29:42

This is a fun module but runs long, especially if you include the faction secret missions. Give yourself 4 hours rather than the listed 2. The module has an awakened giant ape way up in a tree throwing rocks. I wondered where the rocks were coming from. I finally decided that the rocks were very smelly and splatter all over whatever they hit. My players found this very amusing. The addition of the Zhent secret mission made this a very difficult fight and it is not scaled for APL. Watch out that you don't overpower the characters. The temple of Ubtao wasn't that tough because the wizard fireballed the trees and 2 kamadans but one shotted the trees because they were vulnerable to fire. But the Order of the Gauntlet secret mission was extremely tough because of a lack of magic weapons for fighting the Clay Golem. This could potentially be a TPK if you don't watch out. I had to have the party do a long rest on the mountain top before going onto the Cyst because they were so drained fighting the Clay Golem. If you aren't running the secret mission, it shouldn't be a problem. I didn't have any Lords Alliance players so we didn't have the Cyst shooting but it could be disasterous for a party longterm because of the death curse and permamently reducing the maximum hit point total. The secret missions make this scenario potentially too difficult particularly for a low APL party.



Rating:
[4 of 5 Stars!]
DDAL07-08 Putting the Dead to Rest (5e)
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DDAL4-01 Suits of the Mists (5e)
Publisher: Wizards of the Coast
by William F. [Verified Purchaser]
Date Added: 08/27/2018 18:06:43

This is a good intro to the horror feel of the whole Barovia campaign. Especially important is the fact that the characters aren't stuck in the Demiplane of Dread until the 5th mini adventure. So you could run the 1st 4 missions for your AL group and they could still play anything they want next week because they are still in the Moonsea area. I've always liked the NPC Aya Glenmiir since the Scroll Thief. It's cool that she had a part in this (and further parts in later modules for this season). I liked all the missions but especially liked mission 2:coins (where there is some cool role play in addition to the battle) and mission 3:swords (where you meet the Raven Esselios who might become a familiar). Mission 4 had Jeny Greenteeth who is always amusing to role play, but I didn't like the elk battle. It seem wrong (although very Barovia). This is a good introduction for characters new to AL and doesn't necessarily get them stuck in Barovia.



Rating:
[4 of 5 Stars!]
DDAL4-01 Suits of the Mists (5e)
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DDAL04-09 The Tempter (5e)
Publisher: Wizards of the Coast
by William F. [Verified Purchaser]
Date Added: 08/27/2018 17:50:20

Even though this is a 2 hour module and it is possible to run in 2 hours, you will enjoy this much more if you allow 4 hours and use the DM Appendix: Extending the adventure. Starting with the appendix allows you to role play out the whole interaction with Lady Fidatov. It will also allow the party to explore the estate at its best. I had a lot of fun running this part and the players seemed to really enjoy it as well. Once the transformation takes place, there is a cool battle in the ballroom that I ran with minis. The rest of the encounters in the manor house we did as theatre of the mind refering to the map of the house provided. (The characters had explored the house with Lady Fidatov earlier so I felt comfortable putting the map out on the table for all to see.) The boss fight was fun and the swarms of creeping coins were amusing. Dealing with the treasure and with the Burgomaster has some great role playing potential as well. It definitely made the players much more suspicious of the Burgomaster. Overall, a great adventure especially for the role play and exposition.



Rating:
[5 of 5 Stars!]
DDAL04-09 The Tempter (5e)
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