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Finders Keepers $3.95
Average Rating:4.4 / 5
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Finders Keepers
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Finders Keepers
Publisher: Dungeon Masters Guild
by kyle b. [Verified Purchaser]
Date Added: 06/26/2023 14:29:58

This adventure is creative, challenging, as deep as the players want it to be, and surprisingly easy to reskin. I do recommend this for level 20 parties.

A word of caution: the pre-climax challenge run is a bit difficult to explain when playing via Discord or other video service. Consider throwing up a diagram or other visual aid to help your players navigate the dreamlets.



Rating:
[5 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Christian Z. [Verified Purchaser]
Date Added: 10/09/2020 06:42:05

I ran this adventure 2x and it's really nice!! I like the different places you can go, the plot, I really recommend it! My more experienced parties, I'd only suggest to increase the difficulty a bit as lvl 20 parties are SO powerful.

Very well done adventure!!



Rating:
[5 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Keith P. [Verified Purchaser]
Date Added: 11/30/2019 00:29:39

Naturally, with an epic level adventure you (the DM) are going to have to customize this a bit. However, the core ideas of the module are great. We need a lot more epic level adventures and I applaud the author for taking this on. The set-up makes sense and the villain is memorable.



Rating:
[5 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Brad R. [Verified Purchaser]
Date Added: 08/14/2018 08:51:36

I particularly liked the section on how this adventure was made it gives real insight into how to create things for the DM's guild and the choices creators struggle with when forming content. See my full review here: https://youtu.be/SzlVr8vyn9E



Rating:
[4 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by [Verified Purchaser]
Date Added: 06/27/2018 10:45:45

I agonized over what rating I was going to grant this adventure since it has issues but is also a great time, I decided on a 4/5 but I'd still like to add the issues I had with it as well as the things I enjoyed and my experiences in general. I will mention that I ran the adventure on roll20 which made the lack of maps in certain areas more of an issue then if I ran it irl.

https://pastebin.com/wF3q4eKu

A link describing my experience ^

At the point of writing I am 1 session away from the end, the players are going to climb the bridge and finish the adventure unless they all somehow die, I'm writing this before the end and will update if anything changes.

My critism of the module is as follows:

  • More maps or at least descriptions of the areas are sorely needed in crust to avoid railroading the players and fascilitate exploration.
  • The module breaks when the pregenerated characters aren't used, some suggestions on how to buff the fights would be nice.
  • Level 20 is the only level where players could concievably have the legendary magic items and they are a large part of the game, I'd really appreciate some more magical loot and guidelines about magic items in this adventure.

Despite these critisms I would recommend this to any gm's looking to try something different, while the adventure does need some tweaking the material offered is worth the price - many of the issues I had in general were of my own making but still bourne of the problems that I've outlined.

And to Janek Sielicki, I really hope you read this advice and consider updating some things or at least answering some of my concerns with reasons as to why you did or didn't do them (if you had thought of these issues before) and I hope to see future level 20 adventures like this.



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thank you so much for the comments and I'm happy you and your players are enjoying the adventure! To answer your points: - if you think about maps of each area in Crust (i.e. the monastery, camp etc.) - I simply didn't have the budget for that. Plus, I prefer theatre of the mind than mapping out everything, but I understand your needs too, especially when it comes to roll20. - I'm not sure what you mean about the characters? Are the fights too easy or too difficult? I've had complaints that they're too difficult. I think at level 20 it really depends on the party and spells and abilities give PCs such a vast array of options that it is really difficult to predict when the adventure goes. I tried my best! - About the last part I wholeheartedly agree - there should be more loot. I guess I took advice from the official modules and DMG, where magical items are rare. Thank you for that constructive criticism - it really helps me become a better author. And come back to tell me (us) how the adventure concluded!
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Finders Keepers
Publisher: Dungeon Masters Guild
by Rúnar B. [Verified Purchaser]
Date Added: 05/26/2018 19:08:17

Poorly written and organized, replete with spelling errors and instructions that haven't been updated for 5th edition. Not the epic 20th-level adventure I was looking for.



Rating:
[2 of 5 Stars!]
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Creator Reply:
Thank you for your opinion. The adventure was written specifically for the 5th edition, so I have no idea what you're talking about, sorry.
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Finders Keepers
Publisher: Dungeon Masters Guild
by Jacob P. [Verified Purchaser]
Date Added: 03/26/2018 22:38:09

In the middle of running this. Well written, well organised. Although it took a couple of attempts to print out the maps to a playable size. Also the CR from pretty much every encounter is Hard to Deadly. So it's not something to sping on inexperienced players.



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thanks for the feedback! Come back with more warstories!
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Finders Keepers
Publisher: Dungeon Masters Guild
by Jason B. [Verified Purchaser]
Date Added: 02/28/2018 11:57:31

This adventure is exactly what I wanted it to be. I haven't run this yet, but I really liked the story and the premise. The beginning, as noted, was not only good, but befitting of an adventure of this level. The added bonus of tips on how to write products on the Guild is just superb! I recommend this!



Rating:
[5 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Daniel Y. [Verified Purchaser]
Date Added: 01/25/2018 22:40:45

Finders Keepers is another successful adventure from Janek Sielicki. There are multiple levels of play taking place. It doesn't limit players to having to be the heroic do-gooders or agents of a particular side in a conflict. It doesn't even require the players to be on the same side as other players (of course that takes more work for players and DMs).

Finders Keeper can be used in an existing campaign, for starting a new campaign, or as a stand-alone adventure.

I recommend Finders Keepers for the pure enjoyment of being involved in battles and situations of the magnitude presented. Full review originally published on guildmastergaming@blogspot



Rating:
[4 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Jeff D. [Verified Purchaser]
Date Added: 01/03/2018 10:05:20

I recently reviewed Finders Keepers for EN World. While I only give it 3/5 stars here, I think the big idea of this adventure and the chance to play 20th level characters has potential.

The review on EN World is here: http://www.enworld.org/forum/content.php?4676-What-s-To-Find-In-The-Finders-Keepers-Adventure

And thanks to Janek, for allowing me to give it a (tough) review.



Rating:
[3 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Edward K. [Verified Purchaser]
Date Added: 12/07/2017 08:18:14

Ring Side Report- RPG Review of Finders Keepers

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product- Finders Keepers System-Dungeons and Dragons 5th Ed. Producer- Janek Sielicki Price- $3.95 ** TL; DR**-The Great and the Mixed of the DMs Guild 93%

Basics-Need a 20th level adventure in a hurry? Here you go! Finders Keepers is a 20th level adventure set in the Forgotten Realms, but easily ported to any place. Players start in town, but soon enough a rampaging dragon attacks the land. Players then have to save the town, and perusing the dragons leads down a rabbit hole of dead gods, hidden powers, and words that can literally destroy the world!

Mechanics or Crunch-This book is fine, completely fine, but that's the one problem with the book the author can’t fix. The monsters are all directly from the Monster Manual, the items from the DMG, and traps come from there as well. That all works well, but if things are just exactly what you’ve seen before, it's a tad bland. But, the way the DMs Guild and the AL runs, writers can’t change that fact. That little bit hurts the book a bit, but honestly as constrained by the rules as this book is, the mechanics work. What's here is good and runs well, but I would like the author to do a bit more, even though I know he can’t. 4.25/5

Theme or Fluff- This is an awesome story! We get dead gods, demons, devils, entering alternative worlds, and a goal off saving everything. The author can’t write new mechanics, but he CAN write a crazy new story! I love what’s here! It might not be completely the most original as I’ve seen tiny bits of other things, but I’m happy to see all the pieces come back together in a great new way. 4.75/5

Execution- Hay, this book made me change my opinion of how books are put together. This is one guy at a computer putting out fantastic materials. There is art to break up text, there is the standard template to break up text, and there is formatting that works welo. What I have here that puts it over the top is hyperlinking to pages, maps that the GM can copy/past into any software, and a new art that is made just for this material and handouts. This caught me off guard. WHY ARE OTHER BOOKS NOT DOING THIS? This is a less than 100 page adventure, and honestly, it doesn’t need hyperlinking, but the addition makes my life a little bit easier. Also, not many groups make it to 20, so this book comes with pre-generated characters with and without items to make the plug and play that much easier for any group. More books need to do that, and adding this and other little parts makes me honestly love what’s here. 5/5

Summary- This is a fantastic adventure constrained slightly by the DMs Guild. The book itself is put together amazingly well! As I read more and more books on my tablets and phones, simple things like hyperlinking make my life that much more simple! The store is great. It’s got a few elements that you may have seen before but it's not a ripoff of any story, and it’s told well. The mechanics are the low point, but that’s a bit harsh. It’s far from bad in any way, but it’s limiting for the author as you can’t build new material as often. Overall, I found this to be a solid adventure that you can plug and play into any FR game with ease that is well put together. 93%



Rating:
[5 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Chris K. [Verified Purchaser]
Date Added: 11/01/2017 16:24:13

A good adventure that manages to show how high level play feels like. However, it could use a little bit of polishing. Full review here.



Rating:
[4 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Tomasz C. [Verified Purchaser]
Date Added: 09/14/2017 02:13:33

Concluding my assesment of Finders Keepers, i can honestly say that despite some minor shortcomings, it is a very good adventure. Climatic, diverse, with interesting history and a sense of participation in a truly epic events. If someone looks for the scenario that allows him to test the abilites of developed fifth edition characters or does not have the idea for the epic end of a campaign, Finders Keepers is a great choice.

Full review (in polish) on dnd.polter.pl.



Rating:
[4 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Colin W. [Verified Purchaser]
Date Added: 08/12/2017 12:41:45

This review first appeared on mephitjamesblog.wordpress.com

After reviewing a few adventures by Janek Sielicki for the Cypher System, I’m excited to start in on one for Dungeons & Dragons Fifth Edition. The adventures, Finders Keepers, has an interesting premise: an epic story for 20th level characters that you could use as a starting adventure. That’s a tall order, let’s see if he can pull it off!

Note: Janek sent me a review copy of this pdf. I’ve gotten a couple of pdfs from him in this way and always happy to look them over. I don’t think this colored my opinion but, you know, now you’re forewarned.

Introduction To start off with, here are the particulars: it’s for a standard-mix party and set in the Forgotten Realms. Janek explains that he wants this adventure to allow groups that don’t play top-tier characters that often to try some of the most powerful enemies in the Monster Manual and the most devastating of player abilities. The introduction to Finders Keepers admits that it is tackling a difficult subject and promises to provide some advice throughout. It even begins with some preparation advice, nothing ground-breaking but a good run-down of what you want to have at the table when you run a high-level party.

I don’t want to spoil the plot of the adventure but as a taste it involves a set of books containing the true names of the General of Gehenna (see Monster Manual, p. 311) and even some archdevils, a set lost to the passage of ages. Predictably, it never stays buried for long and occasionally the books resurface. This is one of those times. The details of the situation involve fallen angels, ancient dragons, manipulative hags, and the f-ing Zhentarim (you’re supposed to say that as a standard phrase). The Black Network enters the pictures as the former occupiers of Phlan on the Moonsea, though in the canon (as far as I know) they are in charge. In Finders Keepers they have been pushed aside by former murder-hobo and current celebrity King Adran Lichbane.

Epic Adventuring The mission of Finders Keepers, namely to facilitate an atmosphere of epic adventurer, has two distinct parts to it. First of all, it needs to feel enormous and exciting, bigger and badder than your normal D&D fare with the fate of the world in the balance. At the same time, it needs to feel like Dungeons & Dragons which is not a given. There are plenty of ways to run 20th level characters in a game from the Chosen of deities to monarchs dealing with statecraft to monsters providing the flipped version of most campaigns. All of these are great but they’re the sort of high-concept campaign that you might try out for something new. Finders Keepers explicitly doesn’t want “new and unfamiliar,” the author wants to let you play the sort of character you dream of your first-level nobody becoming when you start a new campaign.

So does it accomplish this? Well, the adventure starts in Valejo Castle in Phlan where the party is waiting to meet with King Adran’s seneschal: not quite meeting up in a tavern to hear about an adventure from an old man but close. They can talk and get to know each other and then the door gets kicked in by a bad guy and it’s instantly time for initiative, another classic move for GMs. This might be different from your usual venue but at its heart this beginning is about adventuring vagabonds doing their mercenary stuff and not a departure from D&D norms.

After this comes some classic dungeon-delving with many of the usual haunts just turned up to 11, including those epic-level threats you’d never dream of sending against your party unless you’re trying for a TPK… and certainly not something you ‘d send after them on the heels of an already-epic encounter. The first chapter, in fact, is all familiar enemies from countless sessions of D&D.

There are three chapters, though, and this is where things take a turn from the norm. Simply put, things get a little trippy and the environment changes to something a little more… planar. In fact, chapters two and three seem like a foray into Planescape so strongly that I would be surprised if Mr. Sielicki didn’t intend that. To me, a long-term fan of planar D&D, this is still solidly classic territory but others might not feel that way. If you don’t like plane-hopping then this adventure will take a turn but if you’re 20th level that’s sort of suspected even for a Faerun homebody like Drizzt.

One-Shot? The last part of Finders Keepers is it’s use as a one-shot adventure. This is the stated purpose of the module but this is another tough parameter since epic level campaigns have so much context and baggage that it’s hard to imagine boiling one down to something you could complete start-to-finish in a few hours. Does Finders Keepers manage this? Well, my assessment is yes assuming a few things.

See, the details of the adventure are definitely easily contained in an epic-style nutshell. You’ll need to do some info-dumps to prep your players for the specifics of this story, but no more than other one-shots. The history of Phlan can be summed up in a few minutes and the rest of the story comes out naturally in the course of following the action. This is not to say that there is no bigger picture, however, and the plot of Finders Keepers relies on the already-established history of Faerun, of the Blood War, and of the Dungons & Dragons default cosmology itself. You don’t need expert-level knowledge but if this is the first that your group has ever heard of the Forgotten Realms or the Outer Planes then that few minutes’ worth of explanation can pretty easily turn into fifteen or twenty. Still, not too bad.

The Making of Finders Keepers One bonus feature of this adventure, added after publication, is “Making of Finders Keepers.” This ten-page addendum outlines advice from author Janek Sielicki about how to create and publish an RPG supplement. This is not focused on Finders Keepers (except as an example) and not even on D&D 5e. It’s got some great advice in here including some scans of Janek’s planning notes, advice on graphics and art, and promoting your products once they’re ready. Janek is really good at this and so having his expertise is just as valuable as the adventure itself in my book.

Conclusion This is a really niche product: an epic-tier, one-shot adventure set in Forgotten Realms. Any part of that might turn some potential DMs off and you’re the final decision-maker for what you’re going to run. In the end, though, this is a solid adventure that really nails its narrow focus well. This means that you can take this impressive starting-point and massage it into an ongoing campaign, change details to move it to another setting, or just mine it for interesting and new ideas. I highly recommend this adventure and the great advice section that goes with it.



Rating:
[5 of 5 Stars!]
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Finders Keepers
Publisher: Dungeon Masters Guild
by Zoe P. [Verified Purchaser]
Date Added: 07/06/2017 11:53:18

I'm definitely running this with my group! The story seems like something high level PCs should be doing, and it starts with an earthquake, then tension rises. The best part? How the author offers various alternatives for player choices and explains how the story may unfold All in all, $4 well spent!



Rating:
[5 of 5 Stars!]
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