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CCC-UBCON01-03 Grime and Gears $2.95 $1.77
Average Rating:4.3 / 5
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CCC-UBCON01-03 Grime and Gears
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CCC-UBCON01-03 Grime and Gears
Publisher: Dungeon Masters Guild
by Michelle C. [Verified Purchaser]
Date Added: 02/19/2022 07:08:06

Had the chance to play this during an author run event. It was a small table and I really enjoyed how sections of the adventure required us to explore creative non-combat ways to get around obstacles.

The adventure sets characters up with a number of NPCs to assist the party. For smaller or weaker parties this is great. Over all it is a fun low combat adventure with lots of exploration.



Rating:
[5 of 5 Stars!]
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CCC-UBCON01-03 Grime and Gears
Publisher: Dungeon Masters Guild
by Stephen L. [Verified Purchaser]
Date Added: 05/24/2021 23:37:49

A clean straighforward adventure. Well organized and easy to follow. Story hooks are good enough to get things started. I rather liked the bureaucratic nature of the players having to get referred from one modron level to the next; it really got the flavor of modrons across to the players. Second act was a fairly good team building exercise, as players had to work together to solve problems. Final fight was reasonably thought out, giving the DM flexibility to make the fight harder or easier by how hey utilize the Modron allies.



Rating:
[4 of 5 Stars!]
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CCC-UBCON01-03 Grime and Gears
Publisher: Dungeon Masters Guild
by Marcello V. [Verified Purchaser]
Date Added: 06/14/2020 22:20:46

I just finished reading all three of this series in prepping them for local play. The cover was pretty neat, I'm not too much on frills but the cover looked fun to put together. The background is the best out of the three in the series. I havent seen modron up front in a mod since the memorable CORE-1 series from BMG. I like how there is a generic adventure hook and then some specific ones. The others in the series fall short here. The CTA is great. A break away from the tavern trope is good. A battle of tall-tales (BS-ing) was surprising segue into the CTA. Boxed text adds to the settings, having players navigate a modron camp I think will be frustrating and fun. It does seem like players are just subject to a "pass the buck" by the modrons. I like that Pillars of Play bring a closure option to combat, an alternative options to bypass areas of camp, and give the players the option of attempting to speak to the modron and be exposed to their heirarchy in a social manner! I like how the designer reminds DMs to watch time ..even at cons I sometimes get swept up in the game and forget that I'm on players schedules. And encounter/hazard table fits a tunnel trek well, and I like how the modrons that you travel with risk themselves right along the players. I'd tell DMs to watch out the encounters- alot of them cause exhaustion. The worse case scenario- players may end up at the end with up to four levels of exhaustion before dealing with the modron menace. Even still. its a good adventure. It is clear that this designer has some experience in design and writing. I hope that Johnathan Kennedy-Ellis will continue to mentor other designers. I've seen some great effort in this series! Add this one to your collection!



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thank you so much for the review! I hope the adventure holds up when you bring it to a table. Let me know either way!
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