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DDAL-DRW-13 Night Thieves $7.99
Average Rating:2.4 / 5
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DDAL-DRW-13 Night Thieves
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DDAL-DRW-13 Night Thieves
Publisher: D&D Adventurers League
by Ron M. [Verified Purchaser]
Date Added: 05/01/2024 06:42:28

Most of what was said below is still true. So: 1) Rework the DM maps and player maps. Staircases are missing, names on player map need to be on DM map so you can understand where they are going, and so on. They are terrible. 2) Stress, over and over again, how suicidal it would be to try to do this during the day. Otherwise, expect never-ending combat.
3)



Rating:
[3 of 5 Stars!]
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DDAL-DRW-13 Night Thieves
Publisher: D&D Adventurers League
by Peter S. [Verified Purchaser]
Date Added: 10/19/2022 21:05:26

I actually really enjoyed this module as a player. Our DM did a great job of allowing us to research strategies for how to approach the heist, and then had little to no problem with our exploring the main building. We had a great time successfully executing our plan.

I'd recommend DMs check out Jay's comment in the Discussion section for help dealing with a legimate issue with one of the maps.



Rating:
[4 of 5 Stars!]
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DDAL-DRW-13 Night Thieves
Publisher: D&D Adventurers League
by Jake s. [Verified Purchaser]
Date Added: 09/29/2022 04:31:10

Whilst the DRW storyline has much to enjoy, many of its modules feel bloated and unsuited to quick pickup tables at your local game store. Night thieves is no exception. Whilst theres great atmosphere and a compelling threat to tie players in (with a satisfyingly scary conclusion) the module has far too much going on to not leave your players feeling railroaded if you want to have any hope of finishing in the suggested run time.

The Bad: Maps - They're bad as previous reviews have stated. Not for lack of content or intrigue, but simply that somewhere along the way the wires have gotten crossed. Several locations either don't exist or are mislabelled (and not as a plot device) Runtime - As stated earlier, you'll have to either heavily railroad players or strap in for a 6+ hour session if you want to get in all of the roleplay, exploration and potential combat (of which there is a large amount in all categories) Preparation - With more content than necessary and terrible maps, preparation of the module is difficult. Whether you run it as is, or edit to streamline its going to take significant work to make sense of all of the content

The Good: Story - The plot is compelling and you can't go wrong with a heist. Combat - The final encounter is challenging and forces players to play at their best.

If you're running the DRW series, I would begrudgingly recommend you run the module as it is important to the overall plot. However I could not recommend it as a stand alone as the sheer amount of preparation and organisation required to run it is not worth the payoff.



Rating:
[3 of 5 Stars!]
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DDAL-DRW-13 Night Thieves
Publisher: D&D Adventurers League
by Kristy D. [Verified Purchaser]
Date Added: 01/16/2022 10:12:30

I don't feel that I can go into too much depth without spoiling half the mod, so I digress.

The maps are difficult, with too many locations for the players to choose from. The story has too much going on. The suspension of disbelief crosses every level regarding the factions involved being this inept that they require Tier 2 adventurers. The gap between Level 5 and Level 10 is a chasm. A party of Level 5s would likely get no where without being put on rails. Involving the factions so highly when AL players are multiple seasons removed from getting to belong to one without being faction agents is also a bit of a bitter pill.



Rating:
[2 of 5 Stars!]
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DDAL-DRW-13 Night Thieves
Publisher: D&D Adventurers League
by Rick W. [Verified Purchaser]
Date Added: 12/05/2021 21:53:17

It's not just that the maps are bad. They are, but it's so much more.

There are map handouts for the players, cool, those maps have 40 points of interest identified.

There are maps for the DM, cool, those maps have 29 points of interest identified and 9 more unidentified.

The section of the adventure dealing with the maps has 23 points of interest identified. So just wing it for the other 17 locations.

Also, the DMs maps and player handout maps differ. Understandable, some bad intel, some assumptions, some guesses go into what the players get. But the cartographic differences are immaterial. There's some extra squigles on the DM's map, but nothing that would meaningfully impact the game. And to make it even better, the DMs map and the Players' map have different points of interest.

Not only are they different, the numbering scheme differs as well. So when your players tell you they want to go to 18, and you start describing the library, and they're like, "no, here, the 'small entrance'" and you look at the map and you're like oh, you want number 20, the "servant entrance". Which means you actually have to find the "staff entrance" in the description.

One of the maps has two locations labeled "bunk room", which kinda lines up with the descriptions as there are two barracks described. But one of those rooms on the DM's map is a banquet hall. The second barracks in the DM's map is in what the player's map is the chapel (it looks like a chapel too), but there's no chapel described in the adventure.

Oh, and the player maps are all labeled with numbers and a key lets them know what each number means. The DM's maps though? Only 2 of the maps include the key. The third, you just get the numbers.

It's not a bad adventure, just be prepared, section 2 and 3 are likely to be highly interactive with the maps, and they are bad, really bad, you're going to want to take an hour or two to review and mark up your own copy of the maps to make it even remotely useful.



Rating:
[1 of 5 Stars!]
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DDAL-DRW-13 Night Thieves
Publisher: D&D Adventurers League
by Matthew R. [Verified Purchaser]
Date Added: 11/14/2021 09:18:53

The maps in this are simply unfinished and unrealistic. A bedroom should not be a 5 foot by 5 foot square and there is nothing in here that says if the map is suppose to be 10 foot squares and then the building would be too large. The Catacome map for the DM has numbers on it but no legend on what those numbers mean. And the other maps are missing a few entries for what some of the numbers on the map are. The only redeeming quality of this is the actual in game set up for the heist. However, the way the description of the rooms are laid out and the missing information on the maps do not allow me to give an any higher rating. Keep to the traditional way that maps are described in the modules as those are the easiest way to help describe areas. I feel that this module was rushed and was not properly looked over by an editor before publication. I would do a once over for this module and then reupload it then I might be able to give a higher rating after that.



Rating:
[2 of 5 Stars!]
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