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Six Swords Out of Hell
Publisher: Dungeon Masters Guild
by Daniel C. [Verified Purchaser]
Date Added: 07/29/2020 20:17:49

It's an exceptionally well-written module. This is what you run/play if you can't run/play one of the Opens; it's written in a very similar style, and is suitably epic in nature (which is rarer for tier 3 modules).

Coming in at 100+ pages, there's a significant amount of prep work needed, especially in keeping track of things that have ramifications later on, and getting your head around some of the "if they do then, then this happens...", but this is the price of saving all of Faerun. Very engaging storyline with good formatting and grammar-checking. Even a few jokes that made me laugh out loud when prepping (e.g. oh how much of a difference a nanogram of weight makes).

The NPCs have been written with a solid basis yet adequate scope for the DM to be creative with them and play up certain quirks to make it engaging for both the DM and players.

There's a decent amount of roleplaying and problem-solving involved (it's not simply a combat-only module); by tier 3 characters often have many unique ways of solving situations without combat, which should be rewarded, but just as DM you'll need to keep an eye on time with some of these.

One of the downsides might be the rewards; I appreciate the author was probably bound by AL guidelines in how much they could offer, but for 8 hours of effort, some players might feel some additional rewards could have been warranted. Even cool trinkets, consumables or functional story rewards.

I'd like to see a tier 4 module eventually written to unfold other aspects to this story.

Well done.



Rating:
[5 of 5 Stars!]
Six Swords Out of Hell
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Creator Reply:
Thank you for leaving a review! I've passed along the kind words to both the editor and the layout artist. Regarding the rewards: these are based on the limits set out for AL adventures, but I do have some suggestions! - If playing outside of AL, you are obviously free to place additional rewards as you see fit. My suggestions (using c would be to have a rope of entanglement obtainable in 1.4/1.5, an additional minor item in 2.1, possibly some kind of market in 2.2, and a major item in 2.3. - If playing within AL, there is a way to add treasure to the adventure by incorporating Infernal Encounters from that official supplement. Many of them have soul coins, and at least a couple of have permanent magic items.
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DDAL08-03 Dock Ward Double Cross
Publisher: D&D Adventurers League
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 07:12:54

Its "fine". The only reason I really would ever run it is to complete the trilogy, because while the core two hour content is good, the bonus objectives are just not well enough integrated into the storyline for a first time DM to properly follow. A potentially very deadly final fight for lower level characters, with single hits able to kill someone outright. But, this does increase the adrenaline at the table and hopefully enjoyment when they celebrate their win.



Rating:
[3 of 5 Stars!]
DDAL08-03 Dock Ward Double Cross
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DDAL08-02 Beneath the City of the Dead
Publisher: D&D Adventurers League
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 07:08:13

This is the strongest module of the trilogy, but I suspect thats a side effect of it being in a single enclosed location unlike the other two. This means the storyline doesnt suffer from as much of the disconnect as the others. Being that a certain very important NPC is introduced in this module, more guidance was needed on how to RP them, to keep consistency across the season.



Rating:
[4 of 5 Stars!]
DDAL08-02 Beneath the City of the Dead
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DDAL08-01 The Map with No Names
Publisher: D&D Adventurers League
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 07:01:27

It could have been fun as an almost 'dungeon crawl treasure quest through the city' but its just lacking a strong enkugh thread linking every stop along the way. There needed to be more guidance for first time DMs in how to properly flesh out each scene (appreciate that it was a new style of presenting modules, but knowing this, some kind of extra supports should have been integrated into it with more details on each scene and how they interconnect...because it just came across as random scenes hot glued together).



Rating:
[2 of 5 Stars!]
DDAL08-01 The Map with No Names
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DDAL08-00 Once in Waterdeep
Publisher: D&D Adventurers League
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 06:55:31

Its fun, but it reauires a huge amount of prep for the DM; basically requires prepping three different modules. My main criticism is that the macguffin should have a better drawcard...something that sets the tone of the season that players would desperately want to find and keep (some of the macguffins have led to my players ask "so? Why would we care?" requiring some on the spot creative fudging of the items importance).

However, the premise, the setting and the engagement with the players in creation of an NPC at the start of the adventure really makes this special.



Rating:
[4 of 5 Stars!]
DDAL08-00 Once in Waterdeep
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DDEX2-11 Oubliette of Fort Iron (5e)
Publisher: Wizards of the Coast
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 06:47:46

I wish this was a four hour module, its so much fun. Great dungeon-crawl but with a few twists. Also contains one of my all time favourite NPCs. It would be nice to have a little more roleplay guidance for a certain person and their 'pet' that aligns with the later modules, without providing spoilers to the DM necessarily.



Rating:
[5 of 5 Stars!]
DDEX2-11 Oubliette of Fort Iron (5e)
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DDEX1-06 The Scroll Thief (5e)
Publisher: Wizards of the Coast
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 06:42:05

One of my all time favourites, have run it half a dozen times. Well written with a little bit of sandbox in the first half while following an overall path overall. Has some potential for some really fun NPC roleplay (Im looking at you Aya). Kind of love that the magic item isnt necessarily a given. My only critique is that theres a lot of content to get through which might require some "you find yourself here" rather than "so, what do you want to do?".



Rating:
[5 of 5 Stars!]
DDEX1-06 The Scroll Thief (5e)
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DDIA-XGE Underworld Speculation
Publisher: Wizards of the Coast
by Daniel C. [Verified Purchaser]
Date Added: 09/03/2019 06:33:44

Hugely fun module that has a great storyline "aha" moment. Main drawback is that some of the characters (especially level 1 or 2) might be mechanically underprepared for the combats, requiring a bit of luck with party composition. One of my all time favourites though.



Rating:
[5 of 5 Stars!]
DDIA-XGE Underworld Speculation
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