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D&D Solo Adventure: The Death Knight's Squire $9.99 $7.49
Average Rating:4.6 / 5
Ratings Reviews Total
104 75
29 14
9 7
1 3
0 2
D&D Solo Adventure: The Death Knight\'s Squire
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Jason P. [Verified Purchaser]
Date Added: 06/17/2022 19:15:01

Fantastic format and great gameplay. Only drawback for me is I made a "wrong" turn and went straight to final encounter missing quite a bit of exploration but I loved it all the same.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Timothy S. [Verified Purchaser]
Date Added: 02/24/2022 07:01:08

For less then the price of going to the movies, I got about 4 hours from the completed run, and still possibilities I didn't do for future runs. It ran pretty well, I mean the end of the day it's like a choose your own adventure book but with a DnD char. and dice. Using Roll20 was a help just for keeping track and dice rolling. (Maps helped and I didn't need to print them). It takes a bit of integrity to enjoy and accept defeat if it comes. I am definately buying more to see where this goes. The story line was engaging and following along the path on the Sword Coast map ( I found it here: https://www.aidedd.org/atlas/index.php?map=R&l=1 ) is kind of emersive. Good Job with the theator of the mind.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Amanda S. [Verified Purchaser]
Date Added: 10/31/2021 13:32:43

I had a good bit of fun playing this myself but it could use a bit of editing. For example: The first stat block I saw for the BBEG did not match the ones I was given in other entries. The entry for Tile pg12 says something like you are now leaving X place when everywhere else I saw the place I was was named something different. Maybe I missed something there but it threw me off and I had to double check my steps. I would like to continue with the next part of this adventure but I'm wary of the quality after my first experience. Perhaps on a rainy day. As a new DM I did however enjoy using this as way to practice encounters.



Rating:
[3 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Andrew O. [Verified Purchaser]
Date Added: 10/27/2021 15:44:22

I really enjoyed this, a good afternoons play. I'll probably run it as a DM'd game for my son as well and it would work as an introductory scenario for a small group of newbies.

I liked the short but atmospheric scene descriptions and I found the balance of options in each scene quite well done. Despite using splint armoured melee fighter I tried the steath option everytime, didn't help! I also successful spotted traps everytime there weren't any and then didn't, very amusing and reminded me of the better FF books. Of which this module had more that an air off (in a hood way).

Really fun with much potential. I also think it's a nice step up for younger players who might be using Hero Kids as a system. Similar format bur with more scope for character growth. I intend to get the next installment.

Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Thomas C. [Verified Purchaser]
Date Added: 10/18/2021 09:57:59

I mostly just DM so it was GREAT to be able to play a good solo adventure and not have to find another group and deal with all that mess :-)

The author said it would be challenging, and it was. Have some healing on hand. But I really, really liked it. Excellently-written, plenty of ability checks woven in. I can definitely see people getting killed on this thing :-) You have to put some thought into what type of character you’re going to build to truly survive solo. I went multi-class rogue/cleric and it worked well. But even then, there was some toughness to it, no doubt.

I really enjoyed it and I will be doing the next one. Well worth the money. Really professionally done.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Jordan S. [Verified Purchaser]
Date Added: 10/09/2021 06:30:39

Really high quality! Only nitpick is that there were not opportunities in the adventure to just... exist in the forest. If you (the author) could find narrative space to give the PC even a day to do their own thing in one "map," it would greatly enhance the immersion.



Rating:
[4 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Nancy W. [Verified Purchaser]
Date Added: 08/26/2021 23:01:02

I have not played DnD since the release of 3.5, so the modules in this series have been excellent for helping me get used to the 5e rulesets. I've enjoyed the stories and recommend all the modules published in this series so far.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Jason Q. [Verified Purchaser]
Date Added: 07/28/2021 14:10:28

Well written and engaging, but the level 2 Druid I created with AC 11 had little chance at getting past the first combat.

2 grouped enemies beat my initiative by 1, closed in on my position and did 19 points of damage in the first round of combat.

RIP Arandel, Level 2 Half-Elf Circle of the Moon Druid. Poor sod didn't even get a chance to use Wild Shape.

Pretty certain it took me longer to create my character than it did for him to die.



Rating:
[3 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Daniel R. [Verified Purchaser]
Date Added: 07/14/2021 07:58:54

This was great and I've bought the entire solo adventurers bundle.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Bradley M. [Verified Purchaser]
Date Added: 07/14/2021 05:46:03

This was my first D&D Adventure, and a great way to dip my toes into all things D&D. I was able to create my first character using the Player's Handbook, follow the adventure using the included adventure booklet, upload some map tiles to Roll20 as I progressed through the adventure, add some character/monster tiles to the uploaded map tiles to give me a visualisation of what was playing out during the adventure. I got my first taste of battle, of failure, and ultimately dying. Fortuately for me I also got the chance to have a do-over - to start the adventure from the beginning with a new character where I ultimately completed a quest and returned victorious. 6 hours very well spent.

I now feel a lot more confident creating a character, taking appropriate notes during an adventure, checking for traps, battling monsters, recovering treasure, completing quests, etc.

The story was interesting, not overly complex and evolved in a way that allowed you to gain experience in D&D play in a very linear fashion. Excellent, well-written and resourced product. One thing that I enjoyed was the alternative to print out the included map tiles or upload them to Roll20. Using Roll20 is definitely going to come in handy for future adventures.

Looking forward to more adventures!



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Jason S. [Verified Purchaser]
Date Added: 04/28/2021 13:42:49

Thoroughly enjoyed this adventure! The story was a lot of fun. I played with 2 different characters (My Rogue died, my Paladin made it), and both times I felt that my class' abilities & features were well-considered. It definitely met my need for filling the gap between my weekly sessions. My only gripe is that, well, hold on...

---SPOILER WARNING--- Okay, so I designed a very "white knight" -ish character. When I came across the magic tree, I figured that taking a leaf that would grow back much sooner would be far more respectful than taking an entire branch. So, when the time came, my only option was to escape, rather than fight. With the nature of my character, I would feel compelled to return to the forest for Round 2, once the child is seen to safety. (I actually ended up having my own little "extra" session where I did just that, but unfortunately I died in combat with the Death Knight that time, so now I'm in this weird in-between state, where I'm like "Do I pretened the extra session never happened, or do I roll up another character and start all over?") If I had to give one element of constructive criticism, I do wish there was a more structured way to handle going back and facing the Death Knight again written into the adventure.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Cameron P. [Verified Purchaser]
Date Added: 03/11/2021 12:38:39

Great concept, and excellent replayability, especially if you have different characters and choices the second time around. Already looking forward to taking my first character through the follow-up adventures!



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Yvan D. [Verified Purchaser]
Date Added: 03/03/2021 13:05:33

Pademic suck! No one online right now to play our VTT game and I grieve to slay dragon in the mist of my own solitude. While looking for some prep stuff to do, I found this..... Told my self, pff why not. Bought the book, create a quick character and BOOM! Immerse in a world that is so well written. I could finaly feel the hands of someone shapping the realm of my own imagination into a epic first step in that solo experience! (shut up, dont twist my word perv ;) ) I give not two, but FIVE thumbs up for you Sir! I'm looking foward to expend my journey uppon the road you layed into the mist of mystery.



Rating:
[5 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Michael B. [Verified Purchaser]
Date Added: 12/28/2020 11:47:14

This was my first experience with a D&D solo adventure, and I mostly enjoyed it, though in my opinion it has a few issues. The story is compelling enough and has some genuinely cool and surprising moments, but overall I was left feeling like it should have been a bit better. In a solo RPG experience, the story has to do a lot of the heavy lifting to keep things interesting and the plot here just doesn't quite have enough going on. In terms of difficulty, I actually found this module fairly easy, but I think that's because I was playing a paladin and had a pretty high AC. Playing this adventure solo with a spellcasting class or a squishier martial class would probably make it much more difficult. The map areas just aren't all that exciting either. They're all pretty small and straightforward. The book tells you to print them out, but it honestly doesn't even feel worth the paper or ink to do so since the map tiles are so tiny and simple.

Another thing that got a bit offputting after a while is the way that the module handles checking for traps. Every time you enter a new area, the module asks if you'd like to check for traps (which you'll almost always do; even if you're playing as a character who isn't particularly perceptive or wary, it just feels idiotic to not check). But doing these checks and then reading the resulting passages just starts to get really boring and tedious after a while and it felt like way too much of my playtime was spent this way. I realize that traps are a tricky thing to do in a solo RPG experience, but this really isn't the ideal way to handle them.

I think the biggest gripe I have about this adventure is that it just doesn't feel like it's worth $10. It's pretty short (you'll definitely complete it in 1 or 2 sittings) and it's not really all that replayable in my opinion. I certainly didn't experience all of the module's content in my playthrough, but I also don't feel compelled enough to roll another character and go through it again; it just doesn't really feel worth the time or effort. There are plenty of full-fledged, fleshed out campaign modules or sourcebooks out there that you can get for less than the price of this short little module, so the $10 price really isn't justified in my opinion. I fully agree with the notion that the author should be rewarded for the work that he put into this module, but a $5-7 pricetag really feels much more fair. There just isn't $10 worth of content here.

Death Knight's Squire is a fairly fun way to spend an afternoon, but it's definitely not the mind-blowing, euphoric experience that many people here seem to think it is.



Rating:
[3 of 5 Stars!]
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D&D Solo Adventure: The Death Knight's Squire
Publisher: Dungeon Masters Guild
by Chance J. [Verified Purchaser]
Date Added: 12/26/2020 01:57:39

Unique and worthwhile, but would have benefitted greatly from more polish. Various inconsistencies and oversights throughout - is the forest called Weathercote Wood or Clodfell Wood? Why do the Death Knight's saving throws and immunities change so much depending on which entry you're reading? Why is it possible to trigger the INDUCTION entry multiple times without any indication you're about to do so? So on and so forth. Also, would have been nice if the story introduction didn't color in your character's personality for you. The author encourages you to create your own compelling backstory before you start playing... and then proceeds to inform you that you're primarily motivated by gold, that you're travel-hardened and speak gruffly, that you're not used to dealing with aristocrats or associating with the wealthy, etc. All in all, still worth playing, but don't be afraid to re-write scenes in your head, or to backtrack and play around with the options if something doesn't seem to make sense.



Rating:
[3 of 5 Stars!]
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