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R.A. Salvatore Presents: The Vile Crypt of the Reawakened Sisterhood
Publisher: Dungeon Masters Guild
by Alex L. [Verified Purchaser]
Date Added: 12/10/2019 13:47:24

An ancient egyptian inspired tomb adventure that evokes feelings of classic DnD. There's something to find in every room, multiple paths forward for the players, and flexibility for the DM in where and how they use the supplement's "big bads". The adventure does a good job of telling the story of the crypt through the environment. Lots to like here. Players will have to make choices between risk and reward at almost every turn. Also inside are a not-insigificant amount of custom monsters as well as a few cool magic items, like the cloak that lets you wildshape into a beetle.

A full heiroglyphic alphabetic translation is also provided, giving players who are interested some extra puzzles. Would have been nice to have tranlsations confer tangible benefits to the party, but a DM should have no trouble adding in this kind of thing themselves.

Great product!



Rating:
[5 of 5 Stars!]
R.A. Salvatore Presents: The Vile Crypt of the Reawakened Sisterhood
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The Corwyn Catacombs
Publisher: Magnificent Creations
by Alex L. [Verified Purchaser]
Date Added: 12/09/2019 13:25:36

Great little onshot: an adventure that adds a new twist on some classic trops, with equal opportunties for combat, exploration, and roleplay. Big bonus points for a product that has beautiful layout, design and interior art - it really presents itself professionally. Add in some cool new monsters, a neat magic item, and a village with well-crafted NPCs, and you've got a product that you can bring directly to the table with limited DM prep.



Rating:
[5 of 5 Stars!]
The Corwyn Catacombs
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Wrong Turn: Dragon Heist
Publisher: Dungeon Masters Guild
by Alex L. [Verified Purchaser]
Date Added: 11/28/2019 15:40:48

This product is obviously targetting a pretty niche market: new DMs starting Dragon Heist. Lot of cool stuff in here though.

If your players kill Floon, this has got you covered, with adjustments to the main questline and new encounters to slot in.

I should focus the most on the adventure inside, as it's the real meat and potatoes of this supplement. If your players get in trouble with the law, this is the one you pull out. And that's great, because you can run this adventure entirely seperate from Dragon Heist; it can be dropped anywhere. It's evocative, it's action packed, and it's fully mapped out.

The supplement also details endgame options for each villain should they beat the party to the treasure. Even though in the campaign itself you can only use one of these at most, they can be retooled along with the hideouts from the hardover to create solid frameworks for entirely new adventures.

Would recommend.



Rating:
[5 of 5 Stars!]
Wrong Turn: Dragon Heist
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Creator Reply:
Wow! Thanks for such a thorough dive. Really appreciate you taking the time to read the entire thing. <3
The Complete History of Runic Arms
Publisher: Dungeon Masters Guild
by Alex L. [Verified Purchaser]
Date Added: 11/27/2019 12:52:01

How am I the first to review the mastery that is this supplement?

I've always been on the fence about firearms in my fantasy. This convinced me. "Guns as mechanized spells" is the perfect way to do it. Condensed components as ammo? Triggers completing spell glyphs? It's so good and I'm mad I didn't think of it first.

There are a wealth of new class options, and a TON of work was put into individual firearms that are provided with statistics, as well as descriptions of how they look and feel.

Complete with a brief history of their technological advancement as well as advice for running a firearm-themed campaign, this thing has got everything you need to get going.



Rating:
[5 of 5 Stars!]
The Complete History of Runic Arms
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Hidden Oddities: A Witch's Primer
Publisher: Eva Brown
by Alex L. [Verified Purchaser]
Date Added: 11/25/2019 12:54:31

Amazing supplement that is worth the price of admission. Even though I spend almost all of my time DMing, this is worth it just for the sheer number of ideas it generates that you can put right into your game.

  • it does a better job of fleshing out class options than the PHB does for core classes
  • Witches are distinct, with entirely new mechanics based around party cooperation, like coven spellcasting and shared dice rolls
  • they're VERSATILE. You can build a witch to fulfill almost any role you like in a unique way
  • a RIDICULOUS amount of subclasses and archetypes, each unique and some with entirely new mechanics, like fortune telling and tarot reading
  • BEAUTIFUL art and design work throughout
  • extensive advice in the appendix for building to fit certain party roles, which is something that should be in the PHB (space permitting)
  • the spells are GREAT. Distinct, flavourful, and full of ideas for both players and DMs
  • developed factions and NPCs you can drop right into a game

It's awesome. Not everything is "perfectly balanced" (whatever that means), as some subclasses seem much better than others, but with the wealth of options here I don't know how you would avoid that or if it's even a problem.

I chewed through the entire PDF in a day. No regrets.



Rating:
[5 of 5 Stars!]
Hidden Oddities: A Witch's Primer
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