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The Labyrinthe Archive
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 02/17/2021 15:13:02

I am a little back and forth on this module. I was expecting a story/ one shot. It is more like a set of scenarios that you as a DM can build out. The setting is fantastic and the creatures are interesting. I chose this at random and my party has made permanent choices that will later affect the campaign. There are a few issues: 1)It is more of an encounter list than a module, so you will have to prep a bit more than you would with a normal module. 2)If the party completes a task, they are let in but the encounters and creatures are listed as if they attack everyone. I have changed this so the party is not being attacked without causing damage or harm first. If this was not the intent, then the descriptions are confusing. 3) There is a creature called a sermophile which does not have a description but has a dragon's legendary actions.

Other than this, it is pretty fantastic and I think my party is going to spend 3 to 4 weeks in it.



Rating:
[4 of 5 Stars!]
The Labyrinthe Archive
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CCC-HATMS02-03 A Vile Wake
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 11/18/2019 13:52:14

I really enjoyed this module. The only reasonreasons I'm rating it 4 stars is it is definitely not a 4 hour module and some other minor complaints. We went in to the scheme knowing that it was long with the bonus object is it ran about 7 hours. On the other hand this module has great allowances for role play. There are opportunities for social and combat at almost every encounter. Stealth is an option but unlikely due to layout and events. We discussed later on how we could make it shorter. It would be tough without removing bonus objectives or roleplay. If you have a party that is not goofing around, you should probably figure about 6 hours for this.

Two minor complaints: 1) The first in this series is a Tier 2 module. This module assumes that you have characters that have completed it so I had to improvise a bit to give the party information. 2) This is APL 14 but you are going to have to tailor the combats to the party. The last fight is TOUGH. Easily a party killer. My party was one lucky roll from a TPK.

There are a lot of things going on (especially in the last fight). I would not recommend that this be your first Tier 3 module. If you have DMed a few Tier 3s, this is pretty great. The story is fun, though the module is written as if we know the characters.

Party make up will completely change the dynamic of this module so it does require a bit more prep than some others. Certain combinations will make this pretty easy while others would make it very difficult to succeed. We had a Grave Cleric, Life Cleric, Fighter, Rogue/Bard, and Warlock. That makeup was not ideal for the module but I was able to make it work.

I recommend this module for mid to high Tier 3. Have fun.



Rating:
[4 of 5 Stars!]
CCC-HATMS02-03 A Vile Wake
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Rats of Waterdeep
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 05/29/2019 13:33:42

First- This may contain spoilers. If you care about that, stop reading.

This module was ok. My group had fun and generally enjoyed the story but had some issues. I had some other issues. My issues first (because I am the DM and therefore more important): 1) I don't have a color printer. Red on black cover turns into black on black cover. Since printer toner is apparently made from unicorn blood (given the price), it is a little frustrating to have a pure black page printed.

2) There are typos in the puzzles so the players started down a wrong trail because words were spelled incorrectly.

3) The story is difficult to unfold and uses a deus ex machina rat/vision to explain the story. If I run this again, I will have the players find an additional clue instead of having a sudden vision.

Now some player gripes: 1) Again, the story was a little clunky and we had to stop the game to review some things. 2) The players had a tough time figuring out where to go or what they were looking for when they got there. As a DM, I felt responsible for some of that. I re-read and there was no mention of a some of the locations (temple) so I had to make an NPC talk about it. 3) There is an attempt to make the adventure feel like a noir detective novel. I was asked to stop reading the text boxes by the party.

Overall, the adventure was ok. I will be able to overcome some of the issues if I run this again. It ran about 6 hours with my group but they had a lot of roleplay and did not skip any puzzles.



Rating:
[3 of 5 Stars!]
Rats of Waterdeep
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One Grung Above (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 03/07/2018 18:31:08

This is $4.99 poorly spent. 1) It is not a module, supplement or anything really related to an adventure. It is 4 pages long. 2 pages are the Title page and an introduction. Then you have one page of "fun" grung templates with names like "B'Ang R'Ang" and a half page of Grung stats. 2) Despite statements otherwise, it is not AL legal to play. Learn from my error.



Rating:
[1 of 5 Stars!]
One Grung Above (5e)
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CCCTHENT01-02 Those That Dwell Beneath
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 02/21/2018 15:33:07

This module is pretty enjoyable. The ending feels like a "To be continued" moment. The timing of the module is a bit rough. If the party does everything correctly, we can finish in an hour. If they decide to get a bit murdery, it can take up to 4 hours.



Rating:
[3 of 5 Stars!]
CCCTHENT01-02 Those That Dwell Beneath
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CCCTHENT01-01 Beneath the Surface
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 02/21/2018 15:28:46

This module is quite a bit of fun to run and play. One downside is that there is not a lot of social/ roleplay opportunity. The other downside is that there is a room/area that could have tons of exploration. As a DM you have to "herd" the players torward the final encounters. I have run this 7 times and the characters have done something differently each time. Quick, challenging and fun module.



Rating:
[4 of 5 Stars!]
CCCTHENT01-01 Beneath the Surface
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DDEX03-13 Writhing in the Dark (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 02/21/2018 15:21:49

This module is fun, but feels like it progresses slowly. The interesting thing is that it does not progress slowly, it just feels that it does. The final fight is tough and can turn into a TPK easily.



Rating:
[3 of 5 Stars!]
DDEX03-13 Writhing in the Dark (5e)
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DDEX3-11 The Quest for Sporedome (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 02/21/2018 15:09:44

This module is ok. The major problem that I have with this module is that it is tough to engage the party with the Mycconids. The party does not really experience the creatures before they offer the quest. It makes the story a little rough to get started.Otherwise, the module is fairly quick and reasonably fun.



Rating:
[3 of 5 Stars!]
DDEX3-11 The Quest for Sporedome (5e)
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DDAL07-09 Unusual Opposition (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 02/21/2018 14:26:23

I enjoyed this module. There are a few issues that make it a bit less than stellar. The ship travel/ roc fight is clunky, both in mechanics and story. The seasickness is basically a random number generator that makes someone roll up to 13 times. Enough rolls and you will have a failure almost every time.

The raksasha is a fun character and I would have enjoyed more story interactions with him.

The encounter after the hags make their elixir is written a little strangely and it took me a second to realize that everyone saw the undead. I really liked that the author took the time to come up with a "If the characters fight the hags, then..." scenario.

Unfortunately, my party was able to crush the last fight easily. There needs to be a few lair actions or a way to throw the party off with warding glyphs etc.

All in all, it was enjoyable. I will run this again.



Rating:
[3 of 5 Stars!]
DDAL07-09 Unusual Opposition (5e)
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DDAL07-10 Fire, Ash, and Ruin (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 02/19/2018 00:32:24

I ran this module tonight and there are some major issues. I will not be running this again without some major tweaking. Issue #1-Maw demons: They have so few hit points ( even maxed out) and have such a low "to hit" that they are almost worthless at Tier3. As written, I could not possibly hit two of the characters in my party, even on a 20. Issue #2- "Why are we doing this": You start deep in the center of Chult with no explanation how you got there, no real reason for you to continue, no declaration of reward. The "quest giver" is a young red dragon. I made her start talking instead of attacking because my party would have killed her by accident, unless I "DM fudged" her hit points. Issue #3-The "boss fight" was a balor that supposedly needed to be severely weakened before fighting. No legendary or lair actions. I ran it without weakening the balor at all. The party killed it in less than 2 actions per character. I did not allow even a short rest during the mission. It is not that tough for Tier 3. Issue #4-Quasits. Five Quasits in bat form were the extra defenders for a lieutenant. The frightening presence DC 10 saving throw could not be failed by 4 of the 6 players even if they rolled a 1. It was a party that was well rounded. Rogue,Wizard,Life Cleric,Warlock, Paladin,and Trickery cleric/Rogue. Issue#5-(Spoiler)- There is no way to save the dragon's wyrmling (dragon's child). My party talked for 10 minutes about different methods of bringing it back. They decided against the high cost methods because "I think we can just kill the dragon if she attacks us" (They were correct). They tried Divine Intervention but it failed. I did not say anything during those 10 minutes. All in all, this module should be rated mid tier 2. As a DM, you will need to make reasons for the story to make it work.



Rating:
[1 of 5 Stars!]
DDAL07-10 Fire, Ash, and Ruin (5e)
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CCC-SFBAY-01-01 Plots in Motion
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 12/26/2017 13:45:22

This is a long adventure. It was pretty fun, but is pretty combat heavy. There are a few chances for role play, but not very many. It can be difficult for the party to know that they can talk to people, rescure people, or other interactions. If your characters do not have good boat building skills or sailing skills, the DM may need to improvise.

It is fun, but a lot of work for a +2 Shortsword.



Rating:
[4 of 5 Stars!]
CCC-SFBAY-01-01 Plots in Motion
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CCC-SALT-01-03 Broken Halls of Goldahroud
Publisher: Dungeon Masters Guild
by James U. [Verified Purchaser]
Date Added: 12/26/2017 13:39:01

This adventure has a lot of replayability. There are about 18 random rooms and the can be played in just about any order. I really enjoyed running this (but there are rooms that can kill the entire party VERY easily). Overall, quite fun. Combines Role Playing, Comba and discovery/exploration.



Rating:
[5 of 5 Stars!]
CCC-SALT-01-03 Broken Halls of Goldahroud
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DDEX2-02 Embers of Elmwood (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 12/26/2017 13:28:42

This adventure has a lot of different options for gameplay, different solutions for puzzles and different combats. This adventure is in no way 4 hours. I have run this many times, my minimum (played with a pretty optimaized party made of people who had played it before ) was 5 1/2 hours.

A couple problems: There is a door with the code phrase. There is almost no way for the party to know that pass phrase (or even that one is needed) unless the DM makes some suggestions. This means that there is a combat that feels like it could have been avoided if they had done something correctly. That feeling can often frustrate parties. Another issue is that the party can quickly take the story off the rails early on in a way that involves city watch or the Hawks. As a DM, you should plan ahead for this contingency and make sure the players understand they won't survive a fight.

Overall, very fun, but a bit long. Easy to TPK.



Rating:
[4 of 5 Stars!]
DDEX2-02 Embers of Elmwood (5e)
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DDEX2-16 Boltsmelter's Book (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 12/26/2017 13:15:27

This adventure is quite fun and can be run in a few different ways. The adventure can run quite a bit longer than 4 hours. As a DM, I had to remind the party a couple times that "running away is an option".

It takes a couple runs to get this to transition smoothly, especially depending on what the characters do during the chase scene.



Rating:
[4 of 5 Stars!]
DDEX2-16 Boltsmelter's Book (5e)
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DDAL04-02 The Beast (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 12/26/2017 13:10:17

This is a fun adventure but it is very easy to TPK. The story can be a little confusing to the party and I have had to pause the game to give follow ups/clues in order to make it understandable.

Overall, this is an enjoyable adventure with a few tough fights.



Rating:
[4 of 5 Stars!]
DDAL04-02 The Beast (5e)
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