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Dragonlance: Kingfisher Festival Expanded
Publisher: Dungeon Masters Guild
by Michael L. [Verified Purchaser]
Date Added: 10/29/2023 21:15:49

So I am currently running Dragonlance for two groups and I used this supplement to flesh out the Kingfisher Festival from just what was in the adventure.

So Group 1 enjoyed it! Its a party of 8 so I had the players pick one game they wanted to do (including the fishing minigame). i. Snowflake was just unstoppable. I gave any Squires of Solamnia advantage on the checks (on account of knightly training). ii. Wizard's Tower, I am not sure you came up with the game originally or it already existed but both groups LOVED it. they thought it was one of the best "dice games" in all the D&D I ran for them after 8 years. They love it cause its not just getting big numbers, its getting just above the one before. So there is strategy and the need to put more gold in to stop yourself from rolling too high every round as well. Just brillant. 5 stars for that! iii. I ran the "Guess the Door" wrong the first time but did it right the second time. (misread on my part!) Ultimately it enforced the fact that Bakaris is a jerk. iv. Gnomeflinger game. My second group loved it! No one blinked an eye when the kender sorcerer flew 100ft, took 10d6 damage and nearly got herself instant killed. They just thought it was the funniest thing ever. (In my games I typically say no "premenant death" till level 4 or something)

The other group actually had a great idea, two of the players were Squire of Solamnia, wanted the shield of Ispin. Another player suggested we do the Festival games and whoever won the most gets the shield. This is a perfect way to answer the question, get the laughs going and flesh out Volger before that thing happens later.

Great supplement! 5 out of 5 easily!



Rating:
[5 of 5 Stars!]
Dragonlance: Kingfisher Festival Expanded
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Creator Reply:
I love that you took the time to leave such a thorough review, and that your groups had such a wonderful time with it! And yes, I did invent Wizard's Tower, and yes, Bakaris is a jerk.
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Tessa Presents 94 Maps for Dragonlance: Shadow of the Dragon Queen (Roll20)
Publisher: Dungeon Masters Guild
by Michael L. [Verified Purchaser]
Date Added: 07/31/2023 09:55:44

Amazing map pack, I am running this adventure for two groups so I was dreading making or finding dozens of encounter maps but this is perfect.

Last night took me about 2-3 hours just to add monsters, NPC tokens to the city maps, etc but they are done! Few things stand out.

  1. I love the Volger/Kalaman "normal city" maps. Helps immerse the players in the setting and the people. A visual treat.
  2. I love how there is a now a proper map for the players "home base" at Kalaman Castle.
  3. Love the encounter maps that kinda tell the story. It could be "you must cross this flooded river" someone with high passive notices octopus in the water and the players can figure out how to cross without necessarily getting into an encounter.
  4. I love the "Airborn Battle Map" in the last chapter. Makes it looks like an epic birds eye view over the battle like it was the Siege of Minas Tirith.
  5. This is going to blow my player's socks off!


Rating:
[5 of 5 Stars!]
Tessa Presents 94 Maps for Dragonlance: Shadow of the Dragon Queen (Roll20)
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Sea of Moving Ice, Gods of Fury - expanded maps and content for Rime of the Frostmaiden
Publisher: Dungeon Masters Guild
by Michael L. [Verified Purchaser]
Date Added: 06/08/2021 06:48:18

Great Adventure! I ran it for my group of 7 and this is what I found.

  1. They went through the backdoor/Orca room. The adventure from a DM standpoint can feel a little disjointed when party members enter the 'wrong way'. Not saying it is bad or anything, just a reality of any adventures. Fortantely they were naturally guided to the Umberlee room so they can get the Waterbreathing reward.

  2. It took about 2 sessions to get through it. The first session we were missing 3 players last minute so I had to just drop the damage of the Umberlee Whirlpool by a damage dice to avoid a TPK.

  3. The group loved reading the clues to the traps, they liked the Umberlee Challenge and the Talos challenge. They loved the Malar room because who doesn't want to be a were creature?

  4. Regarding the Malar room, I did have a thought with how the room is presented. It is first presented as "Here is a button. Press it and there is a were creature that pops out" and as a afterthought here is this Sahugain Wereshark Cuvier the Cook just chilling in the room. The adventure does not really make clear if Cuvier should help the Werecreatures that arrive. If Cuvier should just shape change into a shark or a hybrid and attack, or if their is an option to negoiate with him. I suppose he is there in case the party wants to use his hand to open the Malar treasure door in case no party members attempt the challenge. When I ran the room instead of it being random I had it be the Wereshark Cuvier that appeared. (I had that token prepared and none of the other Were creatures)

  5. The artificier who got bit is EXTREMELY happy he is a wereshark. I had to nerf the lycanthyp effects (which the player was cool with). Basically at 5th level the character gets resistance to non-magical damage. At 10th level they get the full immunity. Most the campaign has creatures that deal cold damage and non-magical damage, (duegar, yeti melee attacks, Reghed tribesmen). Once they get to Ythyrn its not too big of a deal due to all the magic stuff going there.

  6. I did not include any of the magical items that could be optional. The players found more treasure in this temple then they have in the entire campaign so far. (they are nearing the end of Chapter 1&2 so I rather they use that gold to buy +1 weapons or mithril armour from the Dwarven Valley (which your other adventure Danger in Dwarven Valley suggests)

  7. We had an artilliest artificier whose turret is able to boost the party with around 10temp HP every round. It basically meant that despite the blood frenzy affect the Sahugain simply couldn't deal enough damage to overcome the temp HP. If you revisit this adventure in the future I would recommend adding at least one enemy that has some sort of AoE attack.

Overall a great adventure and my group loved it! We ran it on Roll20 using Dynamic Lightning. Strongly recommend this adventure, particiularly if your party is exploring the sea of moving ice.



Rating:
[5 of 5 Stars!]
Sea of Moving Ice, Gods of Fury - expanded maps and content for Rime of the Frostmaiden
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Azzael's Guide to Avernus
Publisher: Dungeon Masters Guild
by Michael L. [Verified Purchaser]
Date Added: 12/04/2020 12:31:15

I really enjoyed this supplement! If your players got a kick out of the war machines I recommend this and Bazelsteen's Notebook on Infernal Inventions. (Same author)

Quick points about each section. Lemure Usage: Diabolic and twisted and completely appropriate for the setting. Really goes to show how bad the lowest caste of devils have it in the Nine Hells. I really liked the Lemure potion vendor. It can be perfect at the end of the campaign during the Battle of Elturel and the party needs more potions. Sell potion of healings for 15 soul coins each or something redicious. (Yeah war profittering!) Weaponize That: Good ideas! Nothing that I personally used with my party but others DMs may find usage. I will say there are a lot of “Harvest the monster” supplements floating around now and depending on your DM they may use one of the more comprehensive ones that go over all the monsters in the monster manual rather then these special ones for devils. I bring that up only due to some DMs interest in consistency but these serves its purpose for the setting. Diabolic Deals: Cute and fun roleplaying bits for the imps. I wish I had this at the start of the campaign and introduced it sooner. I used a little bit of it while the players had an imp guide. Said imp guide after the second prank got killed by the Warlock but that is a story for another day. Flying Disasters: Infernal War Machine Hot Air Balloon and War Blimps, good ideas! I love the world building that went along with them. I do have questions about the stat blocks for them however. AC, Hitpoints, etc. As a DM you may need to adjust how much damage they can take as how it stands a powerful attack or two would be enough to shoot them down. I think a suggested encounter for these war balloons may be a fun addition to the supplemental or a recommendation where these balloons can be used during Descent into Avenrus. E.g. Escape from Elturel may be a great suggestion where to introduce them. More Fiends: I did not use these so I will not comment on them. But extra fiends is always nice.



Rating:
[4 of 5 Stars!]
Azzael's Guide to Avernus
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Bazelsteen's Notebook of Infernal Inventions
Publisher: Dungeon Masters Guild
by Michael L. [Verified Purchaser]
Date Added: 08/25/2020 18:54:55

Summary, this is a very good supplement to Descent into Avernus. The actual campaign Descent into Avernus is okay but frankly the supplementals you can find on DMsGuild such as this one is why Descent in Avernus has so much potential for fun. You can really tell the author had fun making this material and I think your players will have fun using them.

General pros.

  1. My players love the Infernal War Machines, the more machines they can use/I can use against them is better. Also, the infernal upgrades help make the characters war machines a part of the party.
  2. This supplement fleshes out the NPC of Bazelsteen, frankly someone I am now imagining is the Tony Stark of Avernus.
  3. The infernal mechs appear to be well balance. More testing is required but basically while the players benefits from using a mech they are restricted in all other capacities due to the fact they are in full cover. They cannot cast spells let us say from the safety of the mechs.

Some general feedback

  1. I cannot weigh in on the included adventures, I picked up this supplement midway through my running of Descent so I felt it was 'too late' to introduce them. But bringing them in early as side missions may be a good idea. I do appreciate that the author took the time to pull in NPCs from Fort Knucklebone and the Wandering Emporium to help flesh out those characters.
  2. Again this supplement works if you as the DM run off book for Descent into Avernus (which I frankly recommend that you do)
  3. Maybe as a suggestion you add an Avernian Warlord who uses stolen Infernal Mechs? Would provide another adventure hook in case the players do not run into Bazelsteen naturally in the adventure. (Maybe have it be a chain devil that is able to manipulate an Infernal Mech by themselves as they use their animate chain feature to remotely access the other stations.)


Rating:
[4 of 5 Stars!]
Bazelsteen's Notebook of Infernal Inventions
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Rats of Waterdeep
Publisher: Dungeon Masters Guild
by Michael L. [Verified Purchaser]
Date Added: 08/11/2020 15:18:12

As a DM, loved running this adventure, loved it so much I ran it four times for four different groups. Things I loved. -The campy noir setting. -The Rat Pox effects -Cipher wheel was easily one of the best puzzles ever found in D&D. -Loved the handouts, all of them were just wonderful and added so much context to the adventure. -Loved how this is a proper 4 hour One Shot, great adventure to get new players into the door.

Things I thought could be improved. -Literally the only issue I had was I got an earlier version of this adventure before the Cipher handout was corrected. Seems it has since been corrected so Mark that off for me.

I will say this adventure will require a bit of prep work from the DM but honestly its worth every minute.



Rating:
[5 of 5 Stars!]
Rats of Waterdeep
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