Dungeon Masters Guild
Browse Categories









Back
DDEX3-02 Shackles of Blood (5e) $3.99
Average Rating:3.8 / 5
Ratings Reviews Total
1 2
0 7
0 1
0 1
0 1
DDEX3-02 Shackles of Blood (5e)
Click to view
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Derrick C. [Verified Purchaser]
Date Added: 01/22/2018 14:50:38

So this one. I would recommed informing the party as to what is supposed to happen. Let them know that they need to be captured. Otherwise, they will fight to the death and either kill themselves or the ambush. If they do wipe out the ambus, get creative. The goal is to make it to the pits. I have found that giving clues in the begining of the module as to where the halflings are helps



Rating:
[1 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Shane Y. [Verified Purchaser]
Date Added: 12/29/2017 10:59:00

Not the easiest module to run, you will need to railroad your players into getting captured and if you have some above APL with a suite of spells at their disposal it isn't too difficult for them to escape the ambush. The combats are tough, challenging and outside of the initial ambush are fun. The descriptions of Hilsfar and the Red Plumes are well done and by the end of the adventure your party should bear a significant amount of ill will towards the antagonist factions involved.



Rating:
[4 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Hristo S. [Verified Purchaser]
Date Added: 11/23/2017 17:54:57

Proceed with caution:

  • hard railroad - the characters need to be captured (and you can't let them escape) - players hate this
  • a memorable last fight in a gladiator arena with super cool mechanics - takes a lot of time to prepare and play it through mentally, be ready to fudge dice to make it interesting (and to avoid slaughtering lvl1-2 characters); the arena fight might get rather trivial if characters have exceptional mobility or teleportation spells such as misty step - best to run this for characters without these abilities
  • few roleplaying opportunities
  • the adventure is tweakable to fix some of the railroading issues, but requires a lot of work and soliciting ideas from the internet - one should not need to do this in a paid modue
  • I would advise against running this as a novice DM


Rating:
[2 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Mark S. [Verified Purchaser]
Date Added: 11/18/2017 15:23:53

Fun module to run. Combat-heavy, and that first major encounter is a doozy. Definitely NOT for level 1 characters, especially with the way the last encounter goes. Overall, it had good pacing, though it has the potential to run faster than the 4 hours.



Rating:
[4 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Dennis A. [Verified Purchaser]
Date Added: 10/29/2017 11:42:06

Rather fun module to run although it gets pretty linear on some parts. Definitely not for 5 Level 1 PCs though. Encounters are tough (intentionally so for the early encounters) and might be difficult for the party to overcome. The scenarios were intriguing but my players felt as if they were pulled along a one-way road. The conclusion of the module felt lacking and abrupt but ties in with the rest of Season 3 nicely.



Rating:
[4 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Aaron N. [Verified Purchaser]
Date Added: 10/14/2017 11:44:00

This is a nasty adventure (subject matter wise), and it is a great intro to Season 3 - Hillsfar. If your players do not absolutely despise the Red Plumes by the end of the adventure, then you have not done your job. I played up the nastiness to set the tone for the rest of Season 3. A simple investigation turns into much more, and the final fight in the Hillsfar Arena is truly epic. The players think they've got it made from the start of the arena, but wait there's more! And then there's even more! Plus the NPCs set up the rest of Season 3 nicely.



Rating:
[5 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Joshua N. [Verified Purchaser]
Date Added: 08/19/2017 15:09:48

Recommend Purchase: Yes. XP Range: 900-1200

I recommend downloading the State of Hillsfar document and reading that before running any Season 3 module.

Why is Hillsfar a relevant setting at this time? Walls and refugees. The Great Law of Humanity: Only humans are allowed within Hillsfar. The Great Law of Trade: Do not interfere with any legitimate trade.

Does Hilsfar have anything to do with the Season 3 Hardcover - Out of the Abyss? Not really.

+++++++++++++++++++ Note: No Season 1, 2, or 3 module has a digital certificate to print because WotC says they can't accept volunteer help for legal reasons and won't allow their paid employees to create the certificates even though they have the templates.

The DMSGUILD site segregates reviews between people who've purchased it here and everyone else. They do NOT have a robust rating system, relying instead on the 5-star model.



Rating:
[5 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Michael W. [Verified Purchaser]
Date Added: 07/20/2017 22:01:47

What starts out a light murder mystery quickly turns into a hard railroad into a intersting arean fight and a nice plus one weapon.



Rating:
[3 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Kyle M. [Verified Purchaser]
Date Added: 07/11/2017 13:44:33

"Shackles of Blood" continues the theme of "The Deep Threat" in the Rage of Demons storyline. This is a more traditional adventure in which the characters investigate some missing halflings near Hillsfar and run into some complications from the local tyrant's enforcers. Spoilers follow, but the bottom line up front is that this adventure is worth the trouble.

This adventure offers a number of social encounters in the first half. From the super racist puppet show to the halfling farm area to the travel montage, players who enjoy RPing their characters will have lots to do. I threw in some hillbilly accents and changed the wrestling match to a gut-barging contest. 

After this, you'll have a fight. Others have noted the problem with the forced capture, but some planning from the DM can avoid this: either have Olisara suggest the possibility that the halflings have been taken away and thus raise the possibility of an infiltration, or perhaps have the guard captain tell his soldiers to be careful because more fodder is needed for the arena. 

And that set-piece arena fight provides such a payoff! Because we had to split the adventure into two sessions, I didn't have exactly the same players. Those who attended the second session but not the first came in as a "rescue force" led by the one character who'd escaped the earlier ambush. This scene has a lot of moving parts: ziplines, a crowd excitement mechanic, sinking towers, piranhas (which for reasons I can't understand are called "quippers" in D&D), and a second attack wave by the Big Bad Evil Guy. New DMs should spend lots of time understanding the mechanics and planning how to track the situation before running it. 

The module has some significant editing problems. I wish that it had had another solid review pass before release, both for copyediting and for adding more suggestions on how to deal with the forced capture. Had that happened, I'd probably give it a full five stars. Regardless, some work from the DM in advance can turn this into a very memorable, engaging experience.



Rating:
[4 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Daniel E. [Verified Purchaser]
Date Added: 06/08/2017 21:32:14

Good as part of the Hillsfar arc, but this individual installment suffers from feeling like a super-straight line railroad. My party put out Herculean efforts and felt super betrayed when the pre-scripted ambush finally took them down. The Arena is unique and most players really enjoy it.



Rating:
[4 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Timothy K. [Verified Purchaser]
Date Added: 06/04/2017 21:19:47

Interesting and fun adventure for sure.

The first combat is a slug-fest. The enemies in this part aren't very stimulating (high HP/AC and don't do much) so the fight drags out, especially if you have an above average party that can put up a fight. My advice is to use the higher party-strength adjustments just to get this part over with in a timely manner.

The middle section (travel) could have done with a few more interactions, but it was a great aspect of the adventure.

The final encounter is quite busy, with a fair few extra things to keep track of. Prepare yourself thoroughly for this encounter; you won't regret it.

Overall, this is a well-made adventure, with a few minor inconveniences that are easy to adjust. 4/5



Rating:
[4 of 5 Stars!]
DDEX3-02 Shackles of Blood (5e)
Publisher: Wizards of the Coast
by Chester C. [Verified Purchaser]
Date Added: 04/12/2017 08:40:59

Shackles of Blood is an interesting adventure, some may be interested to play in it because of the introduction or summary that offers a bit of mystery. For me, this module is good because it introduces the characters to events that explain the situation in Hillsfar. The introduction hook is good because it lets the character get invested in solving the mystery. Has a bit of roleplay and investigating to keep up the mystery which is good, a lot of combat that will please anyone that is into action. However, a word of warning. There is a lot of combat in this adventure but the combat is deadly for low level characters or players that are new to the game. It's weird that this is one of the early adventures in the Rage of Demons story line but the combat included here is deadly for low levels and can actually lead to a character dying if they don't do the battle well. Overall, I would recommend this adventure to players whi are more experienced and familiar in Dungeons and Dragons.



Rating:
[4 of 5 Stars!]
Displaying 1 to 12 (of 12 reviews) Result Pages:  1 
Back
You must be logged in to rate this
0 items