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Gray Hands - a Waterdeep: Dragon Heist DM's Resource
Publisher: Dungeon Masters Guild
by Brandon C. [Verified Purchaser]
Date Added: 04/20/2019 02:02:36

Me and my party really enjoyed the life this supplement brings to the Grey Hands faction, and the depth it lends to Chapter 2. My party really feels like minions of the Blackstaff by Chapter 4, and had some memorable moments during the trek up the mountain and the exploration with the dragon.



Rating:
[5 of 5 Stars!]
Gray Hands - a Waterdeep: Dragon Heist DM's Resource
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DDAL05-16 Parnast Under Siege (5e)
Publisher: Wizards of the Coast
by Brandon C. [Verified Purchaser]
Date Added: 04/15/2018 22:28:05

This module is fun to run and has a great set of opportunities for roleplaying as the adventurers recruit allies to the fight, and combat as they face down the hordes of Bad Fruul. Although the arc of the adventure is fun, and the urgency of completing preparations within an unclear time window is fun, the adventure is tough to run and the concept of siege points is tough to follow. It is often unclear how many and what kind of siege points to award for certain objectives, and the sections concerning siege points are spread out and in different fonts, making it tough to find sometime. Section 2 should end with a table that indicates what events the players completed and how many points they get and of what kind. My version would be:

Defend in Parnast or old parnast - 5 or 10 fortification points, advantage on training or fortification checks, respectively

Fortify town - X Fortification points

Train villagers - X Training points

Scout environs - X Scouting points

Feed orcs false info - 5 Scouting points

Chandra survives and is in town at start of siege - 5 training points

Hope Gralm keeps his word - 5 scouting points or Convince gralm to help - less than DC15: 5 scouting points, DC between 15-20: 10 scouting points, DC above 20: 20 scouting points. There are also no rules for gralm aiding in the final battle

Persuade the fey - DC less than 5: nothing, DC between 5-9: blassios joins, DC between 10-14: Blassios and 2 sprites join, DC between 15-19: blassios and five sprites join + 5 scouting? points, DC between 20-24: blassios, oblivillish (no stats) and 10 sprites join + 10 scouting? points, DC over 24: blassios, thornacious, oblivillish, and twenty sprites + 15 scouting? pioints



Rating:
[4 of 5 Stars!]
DDAL05-16 Parnast Under Siege (5e)
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DDAL05-10 Giant Diplomacy (5e)
Publisher: Wizards of the Coast
by Brandon C. [Verified Purchaser]
Date Added: 03/17/2018 12:45:50

My players loved this module, and it was a blast to DM. The combats were fairly easy for a moderately compenent party, as i was running a weak 5char party. The giant RP was great, though, and all the characters got into it. Between the drinking contests where numerous party members shined, and even the teetotaling character had fun pulling tricks to pretend to drink. The other contests were fun. Overall the adventure really shines when the DM embellishes that section - goblin crowds cheering, ogres getting mopey, chanting, and descriptions of the feats of strength.

The section I felt was lacking was some detail with meeting Obvillish and his motivations. It felt kind of shoehorned. I also changed the puzzle section with the tangrams to a riddle test for online play to keep the fey feel but eliminate the difficulty of that sort of puzzle on roll20.



Rating:
[5 of 5 Stars!]
DDAL05-10 Giant Diplomacy (5e)
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DDAL05-07 Chelimber's Descent (5e)
Publisher: Wizards of the Coast
by Brandon C. [Verified Purchaser]
Date Added: 03/17/2018 12:29:14

Chelimber's Descent is a very engaging module to run if you have a party that enjoys some RP elements. There are some simple puzzles and exploration that look into some of the gods of magic and knowledge, which can be nice to immerse the party in the world - it's not only priests that worship the gods here. The elemental puzzles are fun, too, but only 1 of the 3 groups I've run this for got the offerings right as written, and the second floor puzzles are very tough to convey as written. I spiced up the descriptions of the room to make it clearer, but it only goes so far. I still don't get the 'twist' puzzle at all.

The mix of dungeon crawling, trap finding, and puzzle solving is really nice, and I enjoyed how wary the party became. The combats are good but a little quick.

Overall a solid adventure with a good mix of RPG elements.



Rating:
[4 of 5 Stars!]
DDAL05-07 Chelimber's Descent (5e)
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