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DDAL07-08 Putting the Dead to Rest (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 07/28/2018 05:46:02

I thought that I wouldnt like any trilogy as much as the T1 Season 7 trilogy - boy was I wrong. This entire trilogy (Fester, Rotting, and Putting) are all amazing with the perfect blend of combat, social, and exploration.

The end of the trilogy, and a fun wrap up to T2 for Season 7 (tbh, I wanted more from T2). I think the shrine fight was my favourite part, considering the monsters and the layout, it can give a few different options. Highly recommend bringing in parts of part 2 (the adventure through the jungle) to get there.

I did however find the final fight really underwhelming... I would have liked to see similar to part 2 - something epic. However if you have a highly optimize party, then be prepared to have this one over quickly.

Im really looking forward to re-running this again. Overall the trilogy is 5/5 for me.



Rating:
[4 of 5 Stars!]
DDAL07-08 Putting the Dead to Rest (5e)
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DDAL07-07 Rotting Roots (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 07/28/2018 05:38:16

I thought that I wouldnt like any trilogy as much as the T1 Season 7 trilogy - boy was I wrong. This entire trilogy (Fester, Rotting, and Putting) are all amazing with the perfect blend of combat, social, and exploration.

Ahhhh, the mod that I realised that my mini collection were missing minis of particular sizes. I needed bigger!

I will say that this mod still has my players commenting everytime they go through the jungle - "oh and over here on the left is the local hoard of skeletons". They managed to survive, however there was a lot of facepalming from myself.

The RP is still within the mod, i would have liked a few more plot hooks or foreshadowing dropped in here, but considering the scheduled mod time, I can understand there are limits.

Be ready for a fun boss fight - players should be feeling how fragile they are. If they are worried about hitting the bucket, then you are doing it right.



Rating:
[5 of 5 Stars!]
DDAL07-07 Rotting Roots (5e)
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DDAL07-06 Fester and Burn (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 07/28/2018 05:34:10

I thought that I wouldnt like any trilogy as much as the T1 Season 7 trilogy - boy was I wrong. This entire trilogy (Fester, Rotting, and Putting) are all amazing with the perfect blend of combat, social, and exploration.

The first part with it's race against the clock and difficult choices along with the overbearing theme of the Season 7's death curse is here as the players have to venture into Old City to rescue victims. The puzzles and traps are a good fit, and had my group taking serious pause to ensure they were not dying before they reached the end.

For the middle section I'd recommend the DM find some Three Dragon Ante rules that help to leverage a player's potential proficency - it was trhe one part that my players felt like they werent able to use their skills.

The moral decisions at the end can jolt new T2 characters, which is good - these sorts of decisions need to be regularly made and its great to see them.



Rating:
[5 of 5 Stars!]
DDAL07-06 Fester and Burn (5e)
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DDAL06-01 A Thousand Tiny Deaths (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 07/28/2018 05:26:01

Ahhhh, a thousand tiny ripped up character sheets. Also known as "Why a Kobold is INSANELY dangerous".

This usually becomes one of the mods i run to graduate someone from being a new player into serious T1 territory. The mod itself puts the players against the tricky kobolds (and leverages the Volos variants that are excellent flavour!)

Depending on how sneaky the players are, this coul either be a TPK by the 2nd room, or will be a touch and go fight until the very end. Make sure you make notes of trap locations, trigger conditions and also the reactions of kobolds (to intrusions into their lair).

The final fight has multiple happenings - I had a group that decided to attempt to RP their way through, however some unfortuante choice words that resulted in offending the boss turned it sour. A great mod that had everyone excited until it finished.



Rating:
[5 of 5 Stars!]
DDAL06-01 A Thousand Tiny Deaths (5e)
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DDAL05-11 Forgotten Traditions (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 07/28/2018 05:19:27

Interesting mod - I had first thought this was heavy RP, however it was more a Dungeon Crawl. What is excellent about this mod is the extra optional or replacement encounters. This allows for excellent replayability. I do think the linear map though could have used multiple routes or extra passageways.

The different environments and room layouts give some interesting play styles for monsters. As a DM, make sure you read ahead to understand how it will play out. I do recommend planning which encounters you'll use well in advance, so you can plan your battles (rather than choosing on the fly).

I would have liked more lore about the first room (and hints or puzzles with the statue). It was a little jarring for the players in trying to figure out what they were meant to do.



Rating:
[4 of 5 Stars!]
DDAL05-11 Forgotten Traditions (5e)
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DDEX2-08 Foulness Beneath Mulmaster (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 07/28/2018 04:59:25

Foulness is one of those mods that everyone has to play (well, if they have a Warlock that is...). After playing and DMing this a few times, I do love the flexiblity to swap elements around (swapping up the order of encounters, etc.)

This mod however can be deadly - especially with the terrain and situation the party can be in. I'd recommend to take stock of the players at multiple points throughout and keep an eye on their stats - a few monsters grouped up on a character or a well placed spell can spell doom for the players.

Also, I feel this mod gives people PTSD of water/sewers. Follow this one up with Ooze There and then Dark Waters of Hate and watch your PCs never go near water and sewers every again.



Rating:
[4 of 5 Stars!]
DDEX2-08 Foulness Beneath Mulmaster (5e)
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DDAL07-05 Whispers in the Dark (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 06/07/2018 01:02:15

Part 3 of the trilogy and what I now call one of the deadliest Tier 1 modules. This is a must run, almost as a graduation out of T1 play.

Intro is lack lustre (but allows for time to do the big combat, so I'll allow it). Puzzle can get tiresome after a few runs. I've started changing the puzzle to have multiple broken panels as well as having the door open 1d6 rounds after completion (so PCs don't just dash and split up and then jump on down.).

I'd also like to shout out to the authors. NO! WADUMU FRIEND! would have to be the main buzz word around the AL group over here in Singapore. Wadumu is an icon.

The big bad. Boy, is this tough. And if you have good players, don't be afraid to scale this up to the nine hells. Player her smartly, positioning with a HoH and the right eldritch blast invocations can make for a Tpk. This is meant to be scary as hell.

Only downside to the amazing fight (which can easily go for 10 rounds) is that due to timing, the end can get rushed. Sad because our favourite NPC needs to have his moment.

Would 100% play multiple times and be terrified each time as a player. As a DM, this scratches that itch of throwing something powerful at low levels and really seeing your party work together well.



Rating:
[5 of 5 Stars!]
DDAL07-05 Whispers in the Dark (5e)
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DDAL07-04 A Walk in the Park (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 06/07/2018 00:54:38

The 2nd part of the trilogy was unfortunately the weakest in my opinion. It was great to see more tied to the overlying plot line of Wanderlust (something part 1 was lacking), but the investigation was very one sided. Not much player options here, so great to run at conventions where time is short.

I loved the jungle hazards and would like to see more of these. Especially hazards where based on decisions follow up hazards are ramped up or down.

More options for players to come up with a plan in the final part would have been nice. And something better to tie it into part 3 (which has the issue of 'hey we just go here because... Well, you just do").

Not my favourite, but not even close to the bad end of AL. For trilogies though, this is still one of my first picks, so we'll done.



Rating:
[3 of 5 Stars!]
DDAL07-04 A Walk in the Park (5e)
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DDEX2-02 Embers of Elmwood (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 06/07/2018 00:23:21

Embers of Elmwood is really good at getting players to think of inventive ways to sneak past guards and use skills and social to overcome challenges. Downside to this adventure though is that it gets them too heavily attached to the NPC, and thus the 2nd half is difficult as the PCs wont let her out of their sight. You will need some DM trickery to ensure you can pull it off without sounding like you are railroading them.

I highly recommend just picking encounters based on the PCs actions - create a flow chart (if they do this, this encounter happens, if they wait and regroup, this part occurs) for the manshion. Keep the pace up and dont give them breaks between the encounters, the Cult has enough fire power to throw a lot at them to get what they want.

The final section is difficult (not combat wise) for the fact that if players dont correctly guess how to handle traps and puzzels, can increase the play time. As its still an early module in the season, you want to set the scene of the Cult, so the more thematics the better.



Rating:
[4 of 5 Stars!]
DDEX2-02 Embers of Elmwood (5e)
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DDAL07-03 A Day at the Races (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 06/06/2018 03:26:14

Ahhh, a Day at the Races! SO MUCH FUN! This mod Ive played and DM'd a couple of times (in fact its the first module I hit Deja-vu on). This is the PERFECT module if you have a table with people brand new to D&D. Having them watch, interact, place bets, try to effect the outcome (I mean, as if PCs wont try to use things like Minor Illusion, and Ball Bearings, and flasks of Oil...)

I will get through the bad parts first - my nick picking on the module has to be that its hard to keep to time, the race earnings are a nightmare to figure out (needs examples, I bet 10 gp on x dino, I win y gp), and other than a super tiny section right at the end, it really has nothing to do with the trilogy. There should be more to do with the theme throughout the race where possible.

The main section of the race itself - playing through this multiple times, Ive found that either the other teams fall off super early and the last part is boring, or the players have basically no chance of winning. A lot of groups Ive played this with do their best to mess up the other teams, so usually fall into option 1, where they get to the final leg and just coast across the finish line. Would recommend that DMs implement a 1 distraction per character rule, to keep things moving quickly.

What did I love with the module is how different it is. Even the combat piece seemed way more natural than most modules - and has the Chultan deadly element to it (a bunch of level 4s are going to struggle...). If DMs make sure they read the module and have a rough outline to cover everything, I can't imagine the table NOT having a good time.



Rating:
[4 of 5 Stars!]
DDAL07-03 A Day at the Races (5e)
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DDAL07-01 A City on the Edge (5e)
Publisher: Wizards of the Coast
by Joel M. [Verified Purchaser]
Date Added: 06/06/2018 02:41:29

Intro missions are always a lot of fun, both to run as a DM and to experience as a player. A City on the Edge does a fantastic job of setting the backdrop to Season 7, giving the city of Port Nyanzaru it's own character. The missions within the module allow the DM to help explore the city (and the jungle as well!).

I ran each of the missions in order, with a consistent group - everyone enjoyed it (especially Mission 2 - bringing in additional thematic activities like Dino Racing is excellent!). Only reason I wouldn't say 5 stars is that the overall theme of the item the players get as they complete each mission doesnt seem to be explained or impact until one section in the final combat.

I would have loved to have seen maybe small bonuses or impacts if the players had or did not have certain pieces threaded into the later missions.

I would also love to applaud the author on having missions that are super easy to keep to time. Usually when you see 1 hour mission/adventure, an AL DM will automatically add an hour. I found these missions were written in such a way that made life easy to keep the plot moving quickly.



Rating:
[4 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
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