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DDAL08-07 Into the Dark
Publisher: D&D Adventurers League
by Nick H. [Verified Purchaser]
Date Added: 12/28/2018 03:26:46

The majority of the problems I have with this module has to do with the new style of the AL mods, rather than the content, but enouh has been said about this topic, and I don't think WotC reads the reviews anyway. As such, I'll say that this is a decent outline for what can be a great adventure.

Why does Durnan need a reason to get the adventurers to go to the mine (blue lichen for ale)? Hasn't Artor Morlin aready told them their mission and to ask Durnan for help?

I do enjoy the openness of how to run it: theater of the mind or on maps, however there isn't enough detail to really tell when or where events happen. Durnan knows where the mine is. Limn knows where the mine is. Limn knows where the lichen is. That's basically the extent of the details given. There is a cave in that just happens, with no warning, and fail one check to clear rocks from a different cave-in causes another.

Also, Tev has a golem. There is a pile of bone shards where he animated the golem, meaning he did so in the mines. At minimum, it takes 30 days to create a golem. Are we to believe that he's spent 30 days in mines where a cave in occurred recently just to make a golem help him remove the rocks?

It does allow for some roleplay because combat isn't neccessary for most encounters, so that's nice.

This is a module that a DM really needs to spend time prepping.



Rating:
[3 of 5 Stars!]
DDAL08-07 Into the Dark
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MCX-01-02 The Rescue
Publisher: Dungeon Masters Guild
by Nick H. [Verified Purchaser]
Date Added: 12/19/2018 01:06:36

Overall, I feel like this is a decent adventure. It has some issues with pacing and details, but those can be dealt with. They shouldn't have to be, especially for a 2-hour T1 adventure, but it is what it is.

The basic plot is fine. A wife asks you to find her missing husband who went out to scout out an Orc encampment. Pretty straightforward. A priest and scout are coming with you, at her insistance. No explanation for why she insists though.

A lot of the second part hinges on the timing of the Orc patrol, yet no length of time is goven for how long the patrol takes. The only general idea is given if the characters engage the patrol in combat, in which case the other patrol is less than a minute away.

And there is no gudance on how to play the Orc leaders. There's a whole paragraph about how to RP the questgiver, but nothing about these two. Will they stay and fight a dragon? Will they flee? Who knows?

I'm just looking for a bit more direction in a module so I can pick it up, read it, and run it. This is especially the case for 2-hour ones.



Rating:
[3 of 5 Stars!]
MCX-01-02 The Rescue
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DDEX3-07 Herald of the Moon (5e)
Publisher: Wizards of the Coast
by Nick H. [Verified Purchaser]
Date Added: 08/30/2018 01:10:28

Madness allows for some fun RP. I must say that the first two parts just seem random.
"Love Nest" has the makings of a nature documentary all over it. I'm tempted to run it as such. In part two, one would hope that there are Enclave members in the party, because a madness-inflicted treant encounter is a lot more interesting than some hill giants. I do like the chance for some political plotting with the Drow.

The tree is the meat of the adventure. Chances of falling, various monsters, and a ghost with an oath. The map of the tree is huge, allowing for plenty of exploration (and for a session to run long). It is odd that no matter what the adventurers do at the end, it is considered a success.

Overall, it is a decent adventure.



Rating:
[3 of 5 Stars!]
DDEX3-07 Herald of the Moon (5e)
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DDEX1-10 Tyranny in Phlan (5e)
Publisher: Wizards of the Coast
by Nick H. [Verified Purchaser]
Date Added: 08/30/2018 00:18:28

This is a well-written mod. At first reading of the, I was able to envision everything in my head easily. The best thing about this adventure is the emotion; it allows for a lot of RP (from the DM, at least). I think it is a great mix of combat and RP, and fast-paced as well. I like the wild-card in the tree; she allows for an easy way to help out a struggling party.

I'm not familiar with the season 1 story, I picked this out as a one-off for my group, so I wasn't as connected or familiar with the NPCs, but I still was gut-punched by the fate of one of them. It made me want to run more of the season.



Rating:
[4 of 5 Stars!]
DDEX1-10 Tyranny in Phlan (5e)
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Rats of Waterdeep
Publisher: Dungeon Masters Guild
by Nick H. [Verified Purchaser]
Date Added: 08/17/2018 15:24:51

Great adventure. I love the option to resolve conflicts by "talking it out" instead of having to resort to combat.

While I would have liked more maps than the quarentine zone one, they really aren't needed. This is a good mod for theater of the mind style of play, as any combat takes place in close quarters.



Rating:
[4 of 5 Stars!]
Rats of Waterdeep
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DDAL07-08 Putting the Dead to Rest (5e)
Publisher: Wizards of the Coast
by Nick H. [Verified Purchaser]
Date Added: 08/14/2018 01:09:46

Over all, this adventure was okay. I felt a disconnect between the events of part 2 of the trilogy and this one. I understand that the same players might not play both, but there wasn't any way to connect them if they had. Some guidance would have been nice. And again, took longer than 2 hours to run. And it puts players under the Death Curse despite taking place after the Soulmonger has been deastroyed. Why?



Rating:
[3 of 5 Stars!]
DDAL07-08 Putting the Dead to Rest (5e)
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DDAL07-07 Rotting Roots (5e)
Publisher: Wizards of the Coast
by Nick H. [Verified Purchaser]
Date Added: 08/14/2018 01:02:35

I feel like this is the best of the trilogy. I like that part 2 has options, so you can run the same adventure differently each time.

One complaint, one that others have noted, is that it takes longer than 2 hours to run.

Also, the adventure (and the other parts of the trilogy) takes place after the Soulmonger has been destroyed, but it still puts adventurers under the Death Curse, according to the Death Curse Primer. That just doesn't make any sense.



Rating:
[4 of 5 Stars!]
DDAL07-07 Rotting Roots (5e)
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