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Ruins of Mezro $4.95
Publisher: Dungeon Masters Guild
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by nikita b. [Verified Purchaser] Date Added: 11/18/2017 04:55:09

The Ruins of Mezro presents a free-form experience with plenty of interesting encounters along with opportunities for roleplay, creative thinking and all sorts of tension. The creature types unique to this module (the Living Trap and the Mudmaw Crocodile, to name a couple) are engaging and are fun all around.

While I did not run this module as part of a larger ToA campaign, opting instead to run it as an Adventurers League one shot, I feel this mod would integrate well into an ongoing campaign, and it appears as though the module was created with such an application in mind.

That having been said, the weakest part of this module are the Adventurers League modules themselves, which provide only a vague roadmap of how the module should run, and in some cases, do not present a clear victory condition. The module also provides no battle maps, though that is of lesser concern since many of the encounters in the Ruins of Mezro can take place anywhere in the city. Building maps for this module was not too difficult, and they will allow DMs a greater degree of flexibility when running the module.

Overall, I rate this module highly and would encourage any DMs interested in picking it up to do so.



Rating:
[5 of 5 Stars!]
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Ruins of Mezro
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