I am a new DM who eventually wants to create her own adventures for the group. To start, though, I decided it would be best to use an established adventure that I can adapt or grow into my own original campaign. This adventure worked well in the setting I created, and I was able to use it with minimal adaptation. I am currently reading through the next two adventures to see if I will follow/adapt them or invent the rest on my own.
This adventure was simple and well written. It includes maps and easily referenced monster stats. I also love the "if your adventurers do x, then you do y" setup. D&D adventures should be written with the understanding that your PCs might make choices you don't expect, or at least ones that don't "follow the script". So many adventures are like linear video games, where the DM's job is merely to keep the players on the path and throw monsters at them. I was prepared to create my own contigencies, but I didn't really need to.
The one thing I wish I'd h...
This module needs a little love out of the box, but the idea is well worth the effort.
Needed improvements include more intersting encounters before the boss as everything is just zombies (I mixed in some ghouls/ghasts) and descriptions for all the bedrooms. There are also few sections which appear to be missing content.
My LMOP group ran this and at the end all the players said that it was their favorite session by far.
We decided to record our session because one of our players is out of town for a few weeks and is bummed he cant play. If you want to hear our session its on youtube: https://www.youtube.com/watch?v=kmr3bfj1Vzo...
I just ran this for a table at "GLENNCON", Board Game Barrister’s annual free-to-attend, weekend-long tabletop gaming convention. I wanted to play something out of the ordinary than just the latest AL "module of the week". This was my first time, so i wanted it to be somewhat different. The players at the table at the end thanked me for a good game, and said they enjoyed it very much.
It was pretty straight forward, and easy to follow, and i think we finished it a bit over 2.5 hours. It did get a litter hairy towards the end, but my group succeeded.
I'll definitely run it again.
MM5 is a great one shot for mixing up things for a game group, I just ran it for one of my groups and they loved it, pregens and great quirks for each PC, the module is written very well and the art work is top notch, A humorous module is sometimes hard to pull off but Matt steps up to the plate and proves why he is a great Game Master, my group had me write down some of the events because it left the whole table laughing.
first event i`d like to share " the group is 2 hours into there trip to Thrallrat when they happen across the centaur an the elven scouts, when the group makes a check they realize that this is Fabio the centaur famous hair care merchant, the player running Bilgue" we`re going to kill fabio?!"
the player running Durang " Ive always wanted to do this"
At Thrallrat enterance Muk says" I swear I`d never go in a hole this big!"
to all that are looking for some good fun look no farther, pick this up today.
Well I drew a map for this one and got to read some stuff before release and it was pretty cool. Now reading the finished product I can see my suspicions were true ! it's pretty cool. Plus I like the layout.
A great adventure that highlights the importance of social combat/interaction. The failure of good roleplaying or social skill can have lasting consequences in future adventures. The social aspect is also a component in some of the combat encounters. It is especially true for the final encounter. The player reward is not as prized and the story awards depend heavily on social consequences.
They are great introduction adventures for this season. The combat encoun can be very deadly for unprepared adventurers so take care or go nuts depending on the DM style. The player and story awards are appropriate and fun with one exception that does specifically bear fruit, but can be applied retroactively. The adventure length is an hour a piece but can easily take up to 2 depending on player choice and experience.
A simple adventure to run in theory. However, unprepared adventurer choices can be detrimental at the end. The initial combat encounter is good for testing character abilities safely. The following encounters test players with adaptability and quick decisions. The player and story awards are adequate. The adventure can easily take longer than the 2 hour run time.