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Book of the Raven – a Candlekeep Mysteries DM's resource (maps, cheatsheets, advice)
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/12/2024 13:00:22

The guide and maps took what was the worst adventure of the book and made it into something runnable. Not just a scenario hook but a real adventure.

Thank you, and great work!



Rating:
[5 of 5 Stars!]
Book of the Raven – a Candlekeep Mysteries DM's resource (maps, cheatsheets, advice)
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Tessa Presents 113 Maps for Curse of Strahd (Roll20)
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 14:20:08

A bunch of maps for $10! If you are running adventures in Avernus, this gives you a lot of options!



Rating:
[5 of 5 Stars!]
Tessa Presents 113 Maps for Curse of Strahd (Roll20)
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Tessa Presents 92 Maps for Icewind Dale: Rime of the Frostmaiden (Roll20)
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 14:19:51

A bunch of maps for $10! If you are running adventures in Avernus, this gives you a lot of options!



Rating:
[5 of 5 Stars!]
Tessa Presents 92 Maps for Icewind Dale: Rime of the Frostmaiden (Roll20)
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Tessa Presents 90 Maps for Descent into Avernus (Roll 20)
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 08:22:02

A bunch of maps for $10! If you are running adventures in Avernus, this gives you a lot of options!



Rating:
[5 of 5 Stars!]
Tessa Presents 90 Maps for Descent into Avernus (Roll 20)
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Elminster's Candlekeep Companion
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 08:20:23

I think this came out first, but this is a great supplement for Candlekeep Mysteries. If you plan on using Candlekeep as a hub for your adventures, a must have!



Rating:
[5 of 5 Stars!]
Elminster's Candlekeep Companion
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Monster Manual Expanded I | Roll20 VTT Compendium
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 08:18:37

Mo' Monsters, Mo' Problems for your players to deal with!

I got this for free, but it's well worth the $40 to give a TON of options for monsters in your campaign.



Rating:
[5 of 5 Stars!]
Monster Manual Expanded I | Roll20 VTT Compendium
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Journeys beyond the Radiant Citadel
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 08:07:58

I just want more Radiant Citadel, and a supplement from the original authors is very much appreciated. The fact that the adventure is fully available in preview means that ratings are less relevant, but please, keep expanding this universe!



Rating:
[5 of 5 Stars!]
Journeys beyond the Radiant Citadel
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Encounters in the Radiant Citadel
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 07:59:18

Another nice supplement to flesh out the Radiant Citadel itself. For $5 you're getting 10 solid encounters, while the dungeon rawl type encounters are a little simplistic, there is some very good variety here. The prices for what you get feels good, and the colorful cast included helps give more life to the Radiant Citadel.



Rating:
[4 of 5 Stars!]
Encounters in the Radiant Citadel
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Radiant Citadel Enterprises
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 04/10/2024 07:49:33

One of the issues I have with the book, Journey's Through the Radiant Citadel, is that Citadel society isn't fully fleshed out. While this supplement doesn't dig deeper into the intricacies of the society that has developed on the Radiant Citadel, the addition of stores, NPCs and Patrons does help the Radiant Citadel feel more like a real place. I enjoy that a lot, it's given a lot more for the players to do in the Radiant Citadel, which in turn ties the player characters closer to the Radiant Citadel. This also helps with Player emotional attachment to the Citadel.

Well worth the $10.



Rating:
[5 of 5 Stars!]
Radiant Citadel Enterprises
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Creator Reply:
Thank you for this lovely review. It's so nice to hear it helps in your game.
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DDAL09-06 Infernal Insurgency
Publisher: D&D Adventurers League
by Cameron E. [Verified Purchaser]
Date Added: 04/02/2024 14:53:08

I am in the process of running all of DDAL09 as a campaign, so will be reviewing each adventure as I run them. For context, I have run 7 adventures in this campaign already, a homebrew one where the party needs to get out of Elturel with as many civilians as possible as the city is being sucked into hell, and then Baldur's Gate: Fall of Elturel, also on DM's Guild for a different group of adventurers, finally I have run DDAL09-01 through DDAL09-05.

What I liked: This is a solid dungeon crawl, with a layered dungeon location to explore in The Dump. There is plenty to explore, fight, and negotiate with. There are some optional objectives that the players can decide to pursue or not to pursue as well as different approaches of attacking the base and infernal or abyssal monsters to collaborate or engage in conflict with. I really liked the ability for the party to get partial maps of the dump ahead of time and the secret areas not included in those maps that could still be found. It was a really great 10 hours of adventure split amongst 3 sessions. So I would also say this adventure is over-full, plenty to do!

What I didn't like:

The initial goal is unclear. I kept the general idea (pull resources away from Plagueshield Point) but there doesn't seem to be a good mechanism for destroying the forte, the bombs you're supposed to plant aren't defined, nor is there a way to succeed or fail at placing them in a particular location. Also, there is often discussion in the module about not being seen, but I feel as though the consequences for not taking a stealthy approach are not clear (other than more combat).

But still a solid structure and with the use of an adversary roster to run the dungeon it's a lot of fun!



Rating:
[4 of 5 Stars!]
DDAL09-06 Infernal Insurgency
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DDAL09-05 Faces of Fortune: the Story of Fai Chen
Publisher: D&D Adventurers League
by Cameron E. [Verified Purchaser]
Date Added: 04/02/2024 13:45:26

I am in the process of running all of DDAL09 as a campaign, so will be reviewing each adventure as I run them. For context, I ran 5 adventures in this campaign already, a homebrew one where the party needs to get out of Elturel with as many civilians as possible as the city is being sucked into hell, and then Baldur's Gate: Fall of Elturel, also on DM's Guild for a different group of adventurers, finally I have run DDAL09-01 through DDAL09-04.

What I liked: This is a fun adventure! Mahadi's Wandering Emporium is a GREAT central location to venture out from in Avernus. There are a bunch of great characters you meet and if you are a savvy DM you can look ahead and grab the NPCs from DDAL09-06 to fill it out even more. The adventure structure is a nice reason to tour through Mahadi's and the optional quests in the module add some fun combat. Overall just a solid adventure design in a memorable location that helps establish the tone of the rest of Avernus.

What I didn't like:

Starting in media res with a chase. The chase itself isn't great (infernal vehicles aren't statted, discouraging combat, but the chase mechanics aren't particularly interesting) and it takes too long. It's neat that it introduces the rust razors, but if I ran things again, I'd try and shorten it, adding more complications and not worrying about closing in for melee combat.

A great way to end the player character's time at Baldur's Gate, a very solid recommendation to anyone to run!



Rating:
[4 of 5 Stars!]
DDAL09-05 Faces of Fortune: the Story of Fai Chen
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DDAL04-05 The Seer (5e)
Publisher: Wizards of the Coast
by Cameron E. [Verified Purchaser]
Date Added: 01/30/2024 14:31:48

I've been running and remixing the DDAL04 Misty Fortunes and Absent Hearts adventure series of modules as a single campaign for a group of players via play by post, so certain things don't translate fully. The big thing being I forshadow the hooks for the modules ahead of time as I built the village of Orasnou for the players and the runtimes of the modules don't matter as much in PbP.

What I liked: Overall a fun short little adventure. There's a mix of roleplay (I expanded a lot on the two Vistani families in my campaign), combat, and the twist with Lela is fun.

What I didn't like: Even though it's 2 hours focused on level 3 PCs, it feels like the combat is too easy. I added way more zombies, and a few ghouls/ghasts and that helped. I also brought Alina and the wolves back from DDAL04-02 the beast because the module references wolf tracks, and then forgets about them. This felt like a copy editing error.

Overall: Pretty fun, I like the idea, I changed things up significantly to meet my needs, but most of that was particular to my campaign and not a fault of the module itself.



Rating:
[4 of 5 Stars!]
DDAL04-05 The Seer (5e)
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DDAL09-04 The Day of the Devil
Publisher: D&D Adventurers League
by Cameron E. [Verified Purchaser]
Date Added: 01/10/2024 14:56:51

I am in the process of running all of DDAL09 as a campaign, so will be reviewing each adventure as I run them. For context, I ran 4 adventures in this campaign already, a homebrew one where the party needs to get out of Elturel with as many civilians as possible as the city is being sucked into hell, and then Baldur's Gate: Fall of Elturel, also on DM's Guild for a different group of adventurers, finally I have run DDAL09-01 through DDAL09-03.

What I liked: This has been the high point of the campaign so far. Starts off with a bang, the party had spent time developing ties and relations with the Flaming Fists and refugees. I also introduced Duke Portyr earlier in the adventure to help develop a rapport with the group. I gave him sympathies to the Elturel refugees and it made his assassination very impactful, as well as the encounter with the devils in the crowd very chaotic. I also found that the chase was really fun for the players, but to incentivize them I changed two things. 1: I made it so they noticed the cultists (who were corrupt flaming fists from the previous adventure) going to the warehouse and were chasing them. 2: I had them overhear that other cultists were already at the warehouse to incentivize getting there as fast as possible and not fighting the traveling cultists, it became a race. The tracking of progress by landmarks was really really nice, I liked that bit of flavor. The defense of the warehouse was also a lot of fun, having the cultists come in both sides helped keep the party on their toes, really just fun overall. Same with the reveal about the angels and introduction of Fai Chen (although I forshadowed him to give some more impact).

What I didn't like: Small things.

  1. Gharizol needed to be a chain devil and have some buddies, he got burned down way to easily by my players, even when I bumped him up to a Barbed Devil. He also needed meatier thugs instead of just cultist statblocks. They were not real threats.
  2. Fai Chen needed some background info given, I did it myself, but it would have been nice in the module.

A great way to end the player character's time at Baldur's Gate, a very solid recommendation to anyone to run!



Rating:
[4 of 5 Stars!]
DDAL09-04 The Day of the Devil
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DDAL09-03 Hungry Shadows
Publisher: D&D Adventurers League
by Cameron E. [Verified Purchaser]
Date Added: 01/10/2024 14:45:47

I am in the process of running all of DDAL09 as a campaign, so will be reviewing each adventure as I run them. For context, I ran two adventures in this campaign already, a homebrew one where the party needs to get out of Elturel with as many civilians as possible as the city is being sucked into hell, and then Baldur's Gate: Fall of Elturel, also on DM's Guild for a different group of adventurers, finally I have run DDAL09-01 through DDAL09-02.

What I liked: Again, the idea here is really intruiging. Learning more about Gharizol and the cult of Zariel, a mystery involving someone being killed with no visible entry or exit. A secret cult lair to explore, this is good stuff!

What I didn't like: Again it comes down to the details. I basically took the idea and the maps and redid the map keys (which are poor) and the details. I game more info on the cult to discover and motivate the players, I gave a better sign of the summoning (and the fact that something killed Sands and then broke the door down out toward the secret entrance). I also think that the first optional quest doesn't add a lot of value as is. What I did was use it along with some general details to help the party discover the murder more naturally, pointing clues at Sands' house for them to go check it out without having to be told by the Flaming Fists. But the second Optional Quest doesn't feel optional, that is the conclusion of the adventure.

Two weak mysteries in a row, the nice thing is the investigations seem over now that Gharizol has been flushed out. And I have heard good things about the next adventure in the series!



Rating:
[2 of 5 Stars!]
DDAL09-03 Hungry Shadows
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DDAL09 Behind Infernal Lines - Digital Map Pack
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 01/10/2024 14:43:39

If the only thing you use from this map pack is the WONDERFULLY done Wandering Emporium, it's worth 2 bucks, even if you don't run these adventure's it's still a great map for your Descent into Avernus campaign.

But it also comes with great maps for the adventures, made running them really easy, thanks!



Rating:
[5 of 5 Stars!]
DDAL09 Behind Infernal Lines - Digital Map Pack
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