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Murmur through the Cracks
Publisher: Dungeon Masters Guild
by Shaun B. [Verified Purchaser]
Date Added: 09/16/2020 06:16:21

This is about the 8th or 9th pre-made adventure that I have slotted into my larger, ongoing, campaign now. And, I must say, that of all of them this was by far the best to implement.

The document itself is well organised. The background information necessary for the DM is all upfront, images and stats at the back and a clear progression through days/ chapters on the journey. It's planned out in such a way that the party are free to travel to any location within this contained city and the DM has multiple layers of information they can provide towards the overall mystery.This is the great part for new players, as it helps them to overcome the videogame mentality of 'exhausting dialogue options' then moving on. It promotes in them the idea that people can be played off against one another, brobed, made to trust etc.

The mystery builds and climaxes in a satisfactory way. Though, my one warning is that this is designed as a one-shot and therefore the end battle is not necessarily one that you expect the party to walk away from. It does mention this in the adventure, but in trying to fit it into my own world I did find that my party of three level 5's felt like they were underpowered against even the soldiers - who would have AC's of 20 in some cases. They made it through in memorable fashion, but there was some beatings along the way.

I highly recommend this. It's well thought out and has room for humour, horror and mystery all in one.



Rating:
[5 of 5 Stars!]
Murmur through the Cracks
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A Dark Veil Falls
Publisher: Dungeon Masters Guild
by Shaun B. [Verified Purchaser]
Date Added: 08/18/2020 09:21:57

My party played through the whole series and eagerly aniticpated the climax to the kobold storyline, as did I after I spent some time massaging Zalath's stats and making him a badass wizard boss fight.

However, I found this adventure to require even more planning, preparing and hole-plugging than the previous three. The party could enter the ruins of the keep, which they absolutely should otherwise they would be cutting this adventure in half, only it ends in a very unsatifactory dead end. There are lots of details which raise questions; bodies, scorch marks, a plinth with something missing... but, again, absolutely no context is provided for the DM.

If you're not careful to really do your homework and plan the session out with your own answers and depth, you will find yourself pummelled with questions and confusion from any party that is remotely inquisitive.

Having done this planning and fitting the adventure into my ongoing campaign, I managed to make something pretty epic to round off the series with. My problem is that I just didn't feel like the adventure, as-written, was working with me.

I look back and wonder, what was in those letters Chariz recieved? What was the point of sending the party to collect an item underneath a stone circle? What was the battle that killed all the kobold? Maybe the answers are there, or purposefully kept loose for you to make it your own, but instead I anticipate that they just weren't thought through.



Rating:
[1 of 5 Stars!]
A Dark Veil Falls
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The Mystic Circle
Publisher: Dungeon Masters Guild
by Shaun B. [Verified Purchaser]
Date Added: 07/26/2020 14:55:37

A nice continuation from A Chance Encounter, but suffers from similar issues with regards to a lack of detail for DMs to offer curious parties.

I'm a big fan of dungeons which have a good mixture of traps, enemies and talking points. The pentagram room is a great talking point, the traps were well worked out too - especially if you let play with the idea of the long ominous corridor.

I did find that the enemies were a struggle though and that was for a higher level party than the level 1 suggested - I think DMs need to be wary of this.

The final room was a good set-up, but ultimately leaves too many unanswered questions for the unprepared DM; what are the runes on the walls? What is the disc? Why is the sword there? If your party are asking questions, and of course they will, then you need to come up with those nswers yourself. Again, there might be answers in the sequel adventures but that doesn't help you here.

Overall, this adventure worked out well but not without a lot of massaging in advance.



Rating:
[2 of 5 Stars!]
The Mystic Circle
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A Chance Encounter
Publisher: Dungeon Masters Guild
by Shaun B. [Verified Purchaser]
Date Added: 07/26/2020 14:44:24

I chose to fit A Chance Encounter into my ongoing campaign as an interesting diversion for the party, but unfortunately I feel that this is not set up for anything but a one-shot.

It's severely lacking in details on who Chariz and Fared are, what the letters mean (you will be asked) and what all the pinned locations in the Myrehall map lead to. If you want freedom for your players, you will need to come up with these answers yourself as they will all come up if they care to explore.

All in all, I did not feel there was enough information up front for the DM. Possibly some of these questions are answered in the sequel adventures, if so then I really needed it here for seeding.

Having said this, I boosted the enemies to match my level 4 party and it ended up being a super tense and memorable battle at the end.



Rating:
[2 of 5 Stars!]
A Chance Encounter
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The Graveyard Shift
Publisher: Dungeon Masters Guild
by Shaun B. [Verified Purchaser]
Date Added: 07/10/2020 09:49:32

This is the first time I've ever ran a pre-written adventure, deciding to slot it into my ongoing campaign as a side-quest of sorts.

It was the first time my players had come across vampires and the slow reveal that they were dealing with such creatures was a joy to see. They did manage to 'mess up' in areas, failing the puzzle and rushing Margaux without sparing a second to think about her intentions... but only after the dust has settled have they start to think they might not have done the right thing. I'm soon to play the follow-up session and even though the adventure as written is finished, they dont want to leave Stonewood. That's the sign of a well written adventure.

My rating, however, is based on how the experience of preparing the adventure was for me - the DM. It was all written very clearly and I would say nearly everything I needed to get going was provided, though I did have to do some 5e vampire research. I'm looking forward to getting involved with more fro mthe same author.

Thank you!



Rating:
[5 of 5 Stars!]
The Graveyard Shift
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