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CCC-RPSG-02 Ooze Next?
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 04/10/2022 22:19:08

Okay, reading through this, I thought it was okay at best. But playing through this my players had a blast. The combats were super fun, an adequate challenge and the story kept them on the edge. The Final battle played out 100x better than I could have imagined with the players initially decieved until the Archer of all characters figured out the switcheroo and they eventually hauled themselves together to save the day. I can't wait to level them up with a few other Mulmaster based modules (I have a prett good running story going) to complete the trilogy in Tier 3.



Rating:
[5 of 5 Stars!]
CCC-RPSG-02 Ooze Next?
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CCC-TRI-33 Matters of Life and Death (Part Two of the DAGGR Series)
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 10/20/2021 07:44:24

I ran this for our group and thought it played out great. They were super into the mystery aspect and had it narrowed down to two characters (one was the actual assassin) but were very thorough in their investigations so they managed to nail down the guilty party easy. The combat played out well with the assassin's strike being thwarted by an all out assault on the Swashbuckler and all in all everyone had fun and enjoyed running a differant style of module. I gave this 5 stars but I will say based on my experience (and feedback from the party) that this was much better because we ran Casks and Caskets first and it tells a better story if you run both.



Rating:
[5 of 5 Stars!]
CCC-TRI-33 Matters of Life and Death (Part Two of the DAGGR Series)
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CCC-TRI-32 Casks and Caskets (Part One of the DAGGR Series)
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 10/13/2021 07:49:48

This is was a fun adventure to run. What I like about 2 hour adventures is that I usually have more than 2 hours to run it so I can add a little flavour sometimes and give players a more enjoyable experience. This came in the form of an impromptu arm wrestling match between players to get the attention of one of the NPCs. I went over like gangbusters based solely on the rolls they were getting and the ensuing RP. The main villain in this one was actually somewhat compelling to the characters and they ALMOST sympathized with his cause enough to join them which was also some really great RP fun. All in all I would recommend this to anyone who likes to focus on RP (The combats are there as an option as well, my party just mostly avoided them until the end).



Rating:
[4 of 5 Stars!]
CCC-TRI-32 Casks and Caskets (Part One of the DAGGR Series)
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CCC-BMG-37 HULB 3-1 Weakness of Rock
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 09/26/2020 17:02:48

I ran this game recently (on-line) and it went great. This is an all around solid mod that provides good combat, good RP opportunity and good non-combat challenges. As well it has a mechanic to it that I have not seen in other modules (the Tar Stones) and a little originality can elevate a module if it is done right as it is in this case.

Pros: The final combat is quite deadly and can provide a challenge to any party, I find there are a lot of modules where the final battle is a bit lackluster and the party just breezes through it, well not this one, the party has to be on it's toes or else. The absolute best part of this mod for my party was the Kelp encounter when every member of the part failed the saving throw and I paired them off. Two of the stronger members (A Wizard and a Barbarian) totally went all out on each other blowing through big spells and class features for 3 rounds until they both passed one hit away from death each.

Con: The only con I have for this module was the 2nd last encounter outshone the first due to the players complete embrace of it, and that is A/ Situational, other runs of this mod may not have the same entertainment value. And B/ Not really a complaint, entertaining encounters are entertaining encounters and I will never complain about running one.

All in all, this is a good module for an experienced party looking for a bit of a challenge and very fun to run as a DM, I will definitely be checking out the other 2 in this trilogy down the road.



Rating:
[5 of 5 Stars!]
CCC-BMG-37 HULB 3-1 Weakness of Rock
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CCC - BWM - 003 A Tale of Two Towers
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 09/17/2020 06:14:54

Ok, first I will start off by saying this module is a little different than the average module. The puzzles and even the final combat may need some adjustment by players to get used to. I also found that because of this I had to take some (a lot) of extra time in setting this up to make sure things flowed more smoothly for the players as they made their wa through the module. This is not a criticism of the module, by doing this I had huge pay offs and the players enjoyed themselves immensely with a couple who said this was their favourite yet. What I am saying essentially is if you plan on running this module for your players you may want to take some (a lot) of extra time when setting this up in order to get a better experience in the end. I don't mind doing this at all as some of my favourite modules I have done this for.

Pros: The Estate Transferrence effects caused the players to think outside the box more for combat and spells which is really good for players to have to do every so often. The final battle was super fun and perplexed my party for 3 rounds which is about the right amount of time. Each puzzle encounter went over very well and I was able to do some good world building in order to get the party into the adventure. The addition of Elisande made for some good fun and RP in and out of combat, she also helped move the story along and gave clues in each encounter most of the party loved having her around, except for the wizard who got stabbed early on... And finally take some time on the Asylum ward, this made for some very good RP.

Cons: As noted in the comments some of the box text can be particularly long and drone on a bit. I offset this by drawing pictures to help tell the story and keep the players engaged and that worked pretty good. I found Elisande's introduction to be a bit lacking so I rewrote it slightly to have her introduced by a prominent NPC from previous adventures and fit it into our on-going storyline which played out very well. In short most I the parts of this module I found lacking I also found I could counter with a little extra effort on my part.

In summation, this was a very good mosule that was received exceptionally well by my players. Everyone had fun and everyone goave me really good feedback at the end. I do believe this does need extra effort and prep time on the part of the DM. If your players are looking for something a bit quirky than this will be a great module for them, if they want more straightforward hack and slash then I would probably skip this one.



Rating:
[4 of 5 Stars!]
CCC - BWM - 003 A Tale of Two Towers
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CCC-SAC-02 Fun With Fey
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 09/04/2020 13:45:53

I ran this module online and it went over spectacular and truly lived up to the title. Playing up the paranoid atmosphere of the forest leading to encounters really made for some good tension as the players were often waiting fo the other shoe to drop (it helps that one of the party members has indefinite madness that they are always being watched).

In the 4 Elemental Obelisk encounter our Wizard was worried the Obelisk was going to explode so he hid the majority of the party behind a Wall of Force, leaving a Bard and Sorceror to fend for themselves for a round against the Elementals, then there were Conjure spells, wild shapes and many abilities abound to play catch up resulting in possibly the most fun combat encounter I ever ran.

The Pixie Rave Dance party also went over super fun with the Wizard from before refusing to take part and sitting outside since he did not believe you could get the short rest benefit if he took part in the madness. We had a Tortle with 785 movement speed Naruto running around yelling "You cant catch me", A Dryad sitting in the middle of everything just eating "Hunny" from a jar by hand. A pixie who accidentally snorts a spider and proceeds to sneeze it out and in repeatedly like a yo-yo. It was insane fun for all.

Which leads us to an encounter I called: "Gigantosaurus' in F-14s". I took the picture of Tyrannosaurus' in F-14s from an old Calvin and Hobbes comic and made that the tokens for this fight and it went over amazing and super fun as well.

In the final battle the Party split lines on who to attack with most going for the Eladrin but a couple going for the Druid, I used a major character development moment to distract the Counterspeller so the Archdruid could escape, no Eladrin down.

All in all a great module for Role-Play, a Grat module to add fun to encounters and build a good atmosphere in, and a great module for both DMs and players.



Rating:
[5 of 5 Stars!]
CCC-SAC-02 Fun With Fey
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CCC-LINKS-02 The Secrets We Keep
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 08/31/2020 18:48:11

I ran this last week (online, thanks COVID...) and it was great for both myself as DM and fun for the whole party as well.

The puzzles went over very well as did the exploration. I particularly enjoyed playing the NPCs in this one and the final battle went very well for our adventure.

In order to make it more exciting I started by maxing out Bootblack's HP as I have a couple of party members who could have downed her in one round easy. Next she cast seeming on one of the Champions and made them look like her since she knew the party was coming. so she could hide and manipulate the battle for a couple of rounds. The next part surprised me big time as before the fight started the party spent 45 minutes arguing about which one of them would sacrifice themselves to save Fulton Stormweather, It came down to 3 party members who wanted to give up, but eventually the Barbarian got tied of the bickering and just attacked. Before the combat started though they grappled with some tough moral conditions and it payed off big time for role play and I could not have been happier with the result.

This mod could go a bunch of different ways by the end and that is part of what made it so much fun for us. Top marks!



Rating:
[5 of 5 Stars!]
CCC-LINKS-02 The Secrets We Keep
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CCC-GSP02-02 Stygia Untamed
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 08/30/2020 11:47:14

I ran this adventure recently and worked it into an ongoing story I am running the players through by picking Modules that fit into a specific storyline. Overall it went very well and was well received at my (online) table as well it was fun for me to run. A personal highlight of our adventure we have a very fire speel heavy wizard. Our last ptwo advnetures took place on the Elemental Plane of Fire where those spells were basically useless, he was so happy to be in a land of Ice until the Frost Worm turned out to be immune to fire...

Pros: The way the party gets pulled into action is a breath of fresh air over the standard "meet in a bar to agree on a job". Also by being pulled in I found that made it really easy to do a very minor add-in that lined it up with an ongoing storyline. From an exploration point of view, exploring Stygia and Tantlin was great and added a lot of depth to the adventure and even made for some exceptional Role-Play through working characters backgrounds into the search through records. I loved going through the tower and there were some nice rewards for players as well, the downtime day mechanic was nice to have something differant happen in an adventure.

Con: The only minor con I have for this is I felt the final fight was a little underwhelming for my party (and they chose not to engage Sekolah), I was hoping the easy victory would push them into trying the much larger bad guy but they declined anyway.

Still this is a very solid adventure that has a lot to offer both the players and the DM, high recommendations from me, will be looking at other adventures from this writer.



Rating:
[4 of 5 Stars!]
CCC-GSP02-02 Stygia Untamed
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The Heir of Orcus: Verse IV CCC-AETHER02-01
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 08/06/2020 21:46:56

I ran this a few weeks back online for my ongoing party storyline, this is the forth Orcus verse they have been trough with some other adventures for filler material.

First off, as with every Verse in this series, the art and production values are amazingly well done. Hats off to anyone who takes that extra effort to put out a more complete product. The horror aspects of this module went over amazingly I even went so far as to give my players 'homework' in the form of watching "The Color Out of Space" which fits very well thematically and good visuals for this module (the movie was largely not well received but they loved the module horror so win some lose some). I added a killer sound effect for the 'fused bodies' encounter (the sound effect being the bear scene from "Annihilation" if you have seen it then you know what I mean, another minor side note I have a 10 year old player and as a responsible DM I discussed the content with his parents first and they sanctioned it but he tapped out after this). The Insanity rolls and tables were awesome with most players really getting into role-playing thier various afflictions and the story played out well. For Role-play and exploration this is another great module that I have come to expect from this series and the on-line aspect actually allowed me to add a lot of both visual and even audio flavour which in turn provided me with very good retuns in the form of player enjoyment/feedback. The combat is quite challenging and my players had the unfortunate one-two punch of DM rolling extremely well and they were grouped poorly allowing for a huge burst of damage. 3 Melee characters rushed Thelbonious, while four casters went into a square formation about 30 feet away. On the last hit Thelbonious switched with the Hulk using Bend Space, then on his turn he Collapsed Distance for 60 points of damage, then the Hulk ran to the Caster cluster and Reaping Arms. The Cleric tried a mass healing spell, but a Nat 20 on the Psychic Orb sealed this fight. A couple of players were sour about losing so easily but that just happens sometimes (yet another side note, my first TPK ever as DM). We are playing this using season 9 Adventurer's League rules so they live on to fight another day and I just wrote it as the "Emp-Heir Strikes Back" chapter of thier adventures since they have been very successful up to this point. So now we blissfully and happily await the next Module(s)/Verse(s) in this story (I am wondering A. Roughly when they may be released and B. what Tier the next module is planned to be?) In the meantime I continue to find other modules involving cultists or Demons and doing minor rewrites to work them in with this storyline.



Rating:
[5 of 5 Stars!]
The Heir of Orcus: Verse IV CCC-AETHER02-01
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Creator Reply:
Mike, Thanks for taking the time to write this review and play "The Heir of Orcus" series! I'm not sure when I'll get around to writing the remaining Verses, but if I do, I imagine they'll be Tier 2 or Tier 3. It's more difficult to do since they are AL and I need to work with a convention, but it is something I think about. Cheers!
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The Heir of Orcus: Verse III - CCC-ROLL20-02
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 08/02/2020 17:13:50

As much as I loved the classic video game feel of the previous modules, I really enjoyed the switch to a Blade Runner style, and my players loved it as well. We did the 3 hours of the session doing only RP and exploration and it went over huge with half of the players getting the Blade Runner references. The only thing they were disappointed in is they wanted to dismantle the entire "Psym" system and free all the Psyms, and I just could not fit that into a 4 hour session.

For the final battle I switched it to a Tron motif which also went over very well. It was thrilling and dangerous with the highlight being I managed to kill the Sentinel barbarian who didnt let the dragon get away and received shadow breath to the face as his reward.

The exploration potential in this module is one of the top three I have ever run and it reaped big rewards from my players. The RP potential is also great and the battle can be very satisfying, I would recommend this for pretty much any group.



Rating:
[5 of 5 Stars!]
The Heir of Orcus: Verse III - CCC-ROLL20-02
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Creator Reply:
Thanks Mike for taking the time to leave this review! A lot of people mention the "Psyms" and how they want to free them, who knows, maybe one day I'll revisit this!
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Pudding Faire
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 07/08/2020 11:21:00

This is pretty much my favourite module (it also helps that Groundhog Day is one of my favourite comedies). We had so much fun with this module, mixing it up each day and trying several things. The absolute highlight for me and the players was when Urdlen's influence played out at the Wrestling competition. Things went Royal Rumble and I got to do a pretty decent B+ Hulk Hogan impression "Say your prayers and drink your Healing Potions; Halflingmania is running wild!!!" If you invest time and research this can be a really special and memorable module for everyone, however it almost begs for an 8 hour run time minimum, this is what we played and it worked really well. The basic structure I ran was: Day 1: events, and they caught the last few words or Urdlen's curse so they did not know what was happening until next morning. Day 2: Some success, some failure at the Faire doing good deeds then more clues to both Patcher and Nanny's part in this. Day 3: TPK. I pulled all the stops for "the final battle". This was also the end of the first session. Day 4: Much success at the Faire, also made sure to split up some bad guys so there wasnt an easy TPK, but also not an easy fight. They prevailed and felt like they earned it.

Other add-ons: I did a lot of research and pre-wrote some good heckles for the Comedian, had a "children of the corn' riot when the Puppet Show went bad, The anger explosion at the Caricaturist was Legendary as I wrote a real life story into it, and probably my finest acheivement, I found an all flute version of "I Got You Babe" on Youtube that sounds really Ren Faire to play at the beginning of each day (no one got the reference but I don't care it was cool).

Highly recommend for anyone who likes RP and exploration.



Rating:
[5 of 5 Stars!]
Pudding Faire
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CCC-CIC-04 Best Friends Forever
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 04/16/2020 18:31:50

I ran this Tuesday past and it went over great. The roleplay/games at the beginning kept the players interested (even our resident fight everything guy took part). They skipped asking around at the Inn so I pieced the clues throughout the mansion which made for fun discovery. The final battle was challenging and even a little scary (after the Cleric rolled a natural 1 on his Death Gaze save) but they pulled together and prevailed. All in all this made for a happy and satified party as well as DM.



Rating:
[5 of 5 Stars!]
CCC-CIC-04 Best Friends Forever
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CCC-GAD-01-03 Caught in Time
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 09/30/2019 10:36:39

I ran this module this past weekend and it went over great with the players. Here are a couple of notes/highlights:

This is a complicated module and I had to take a lot of extra time to prepare (I estimate about 15 hours of prep time since I wanted to get it right, but it was well worth it for me). I rated five stars due to how it played out at our table, but others may not enjoy it as much due to complications etc.

Part of the reason it played out so well was personal touches. The Champion was Dynamo from Running Man, entering the Dome singing Opera and name flashing up in fire (They picked the giant). After the first Nightmare described in the mod each subsequent one was my own personal nightmares from the past two months (i've been keeping a journal), this elicited several gasps when I revealed it to the party and really added to the atmosphere in general. I also played up the cannabilism angle well and made the bad guy a Lex Luthor/Bond villain complete with evil laugh when he thought he had won and the party loved it.

The combats were good, satisfying the Murder Hobos, the Role-Play went great satisfying other players. The final battle was super intense (They failed to recalibrate) eliciting a noise warning from the space we were playing and I even had to settle them down a bit. Puzzling out the recalibration was very hard for them and I pulled no punches and it came out better that way.

I would highly recommend this for those looking for something differant, which was also a selling feature among my players.



Rating:
[5 of 5 Stars!]
CCC-GAD-01-03 Caught in Time
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Creator Reply:
Thanks a lot for your review. I loved the way that you made this mod your own version than follow what was written. The way you captured the intent of the mod is simply amazing. Thank you for running it. It is DMs like you who makes the writing part worthwhile..
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CCC-KUMORI-02-04 To Be the Very Best
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 07/16/2019 07:32:43

I ran this specifically for players who were new to Dungeons and Dragons but also played Pokemon Go. I felt the concept went over well because of that familiarity and the players had the most fun when we changed up the format of the tournament a bit to add some fun flavour. This is a fun concept for something a little different but would not play well with all players, if you know your audience it can go over great!



Rating:
[4 of 5 Stars!]
CCC-KUMORI-02-04 To Be the Very Best
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CCC-ODFC02-02 Palace of the Efreeti
Publisher: Dungeon Masters Guild
by Mike G. [Verified Purchaser]
Date Added: 05/23/2019 19:54:45

This module was the perfect mix of RP, combat and a really good puzzle. I loved the twist with the Efreets and it turns out I really like playing cult fanatic NPCs. Even when I was reading this I knew it was special so I went all out on the map, brought in a pirate ship mini for the early bits, and had 6 separate voices prepped for the NPCs and the players loved it (they especially seemed to enjoy exploring on a differant plane. And best of all since you can change the principle puzzle it has replayability as well as one of the coolest trinkets i've seen in the game to award.



Rating:
[5 of 5 Stars!]
CCC-ODFC02-02 Palace of the Efreeti
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