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CCC-GSP04-01 Devil King High School: Year One $4.99
Average Rating:4.9 / 5
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CCC-GSP04-01 Devil King High School: Year One
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CCC-GSP04-01 Devil King High School: Year One
Publisher: Dungeon Masters Guild
by James B. [Verified Purchaser]
Date Added: 09/29/2023 20:38:10

DKHS has become the starting point of my first long-term campaign as a dungeon master, which I attribute to the module's great coverage of D&D's pillars of play and a uniquely fantastical tone. We had a great time playing through this adventure and have had a great time keeping its story going! Some reviewers have mentioned that the module takes much longer to run than the suggested two hours, which I cannot comment on. I elected to run this as a mini-campaign over three sessions, each lasting about three to four hours. I knew the players I was running for were extremely interested in roleplaying, and used the information about DKHS' recruitment letters to create short scenes of how they received their letters and reacted to the contents. I assume the material was intended more along the lines of quick exposition, with some short roleplaying of Prof. Kadena and Beusus, but there is enough present that I had an easy time using character backstory to improvise how the students might have traveled to the island The midterm exam is one of my favorite sections - open-ended goals are always fun. My group created a fiendish haunted house that would expose devils to the seven heavenly virtues, which was extremely fun to roleplay as an intro to skill challenges. The other cohorts' attractions also served as fun roleplay, with Greed's three-pointer competition and Envy's beauty contest as particular highlights. The final exam also worked well as an intro to combat, albeit a somewhat difficult one with the merregons' resistances. I ran it with the suggested four merregons against a party of four 5th-level players, and the combat was both tense and exciting without dragging. As much as I enjoy this module, I do wish there was more information available to flesh out the world. I am unfamiliar with what is typically given out for AL adventures, but I would love a map of the school's island! There is enough intrigue and heart present that I would gladly read more setting-specific lore, and have been actively searching out as much as I can to continue adventures in the Nine Hells. When prepping this module, my big tonal influences were "Fantasy High," "Monster Prom," and "Komi Can't Communicate" - the mix worked very well for the adventure. I'd say if you have a party who's big on roleplay but enjoys the full breadth of D&D's experience (as well as finding the loveable aspects of genuinely terrible people - you are choosing to travel to Hell, after all) DKHS would be a big hit!



Rating:
[4 of 5 Stars!]
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CCC-GSP04-01 Devil King High School: Year One
Publisher: Dungeon Masters Guild
by Christopher M. [Verified Purchaser]
Date Added: 11/26/2022 17:08:42

A hilarious and unique adventure! One of my players described as "the most anime adventure ever." A must-play for fans of Japanese animation.



Rating:
[5 of 5 Stars!]
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CCC-GSP04-01 Devil King High School: Year One
Publisher: Dungeon Masters Guild
by Karen M. [Verified Purchaser]
Date Added: 02/28/2021 00:08:27

My players and i loved this mod, but it may not be for every table. I had a group that enjoys roleplay, and they were able to get into the spirit of things pretty quickly. This meant that I generally just had to set up the basic scene with some key details and they were able to act off of that and each other and create some great moments as a group -- and it meant that I needed to do very little prep, and the mod had as much or more than I needed to flesh out the story.

With a shyer or more combat-focused group, it may be different. I might have taken the time to create a couple sample classes/clubs/NPCs, or used the named NPCs more.

I think the combat was well balanced, but I was rolling very well and my players were not. Those monsters are deadly to level 1 and 2s! A near-TPK lead to creative problem solving (fixing/reversing the summoning circle) and the party survived.

It ended up running about 3.5 hours, but I think that was mostly because we didn't have much of a time limit, so I let them go to as many attractions as they liked.



Rating:
[5 of 5 Stars!]
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CCC-GSP04-01 Devil King High School: Year One
Publisher: Dungeon Masters Guild
by aaron l. [Verified Purchaser]
Date Added: 02/20/2021 11:50:46

Enjoyed playing and have run this once. It's very RP heavy for a while. Have to use your imagination (not a bad thing) but with a good group can be a ton of fun. I tried to add various skill checks to keep players engaged. Could be fun to even throw in a short "fight" combat early on just to spice it up some. Thanks for writing this



Rating:
[5 of 5 Stars!]
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CCC-GSP04-01 Devil King High School: Year One
Publisher: Dungeon Masters Guild
by Alejandro H. R. [Verified Purchaser]
Date Added: 12/10/2020 12:21:36

I love this mod so much! It is by far my favorite RP mod. There is minimal combat (unless your players are really looking for it), which really gives the NPCs time to shine in the spot light. I strongly recommend reviewing the Dramatis Personae after reviewing the mod, and taking note of the NPCs motivations, and deep backstories. Give the players a lot of freedom to explore and meet with their new best friends.

In my run, my players threw a keg party and a beach trip. Other players formed school clubs, and others even snuck out of school with the twins to go on bar hopping shenanigans. This mod really has the awesome high school feels that we all know and love.

If there was a way to pre-purchase the entire trilogy, I would absolutely do so. Because for sure, I'm going to be first in line once the sequel is released. My players and I can hardly wait!



Rating:
[5 of 5 Stars!]
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CCC-GSP04-01 Devil King High School: Year One
Publisher: Dungeon Masters Guild
by Katharina M. [Verified Purchaser]
Date Added: 12/01/2020 01:27:47

One of the most relaxed sessions I've ever had. At the start it was very DM-heavy, but after my players got more comfortable, they basically took over the narrative.

Some nitpicks I noticed: It is marketed as a 2-hour module. It is not, however, playable in 2 hours. First run took me 4:30h, and I will probably be able to make it in 4h with practise, but 2 hours don't provide the necessary charactermoments. The final encounter was WAY too strong for my party and needed some serious adjustment and help from an NPC. Luckily, there are plenty around. But I had people in the party that would have dropped dead if I attacked them - maybe consider changing the monster type for lower tiers instead of the number of monsters. Also, this module is not suited for every character. I make that clear every time I offer it, but so far that only gave me players that were in on the ride.

I am very much looking forward to the follow-ups of this.



Rating:
[5 of 5 Stars!]
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