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CCC-DC-POA-MDV01, "Haven (Isn't too far Away)
Publisher: Dungeon Masters Guild
by Daniel C. [Verified Purchaser]
Date Added: 06/09/2021 20:18:04

This adventure has a good plot going through it, which ties well into the hardback. Our group loved the various oppurtunities to roleplay, and I loved the artwork of the Chwingas as well as how they are a little unique compared to others.

We went through with all of the social pillar of play options, and they were all interesting interactions. There was the end combat, which was dynamic and interesting. We did have a near TPK, but that was mostly a combination of my fault and bad dice. (I had the first two parts balanced as "weak" and the party overpowered the encounter, but the last part I went with just "average" and ... that last part is pretty tough for a first level party if you use the most logical action in your first round.)

I recommend this adventure (in fact, I did recommend it after the game, telling folks that they should pick it up to read the extra lore and the drawings.)

:) Great job!



Rating:
[5 of 5 Stars!]
CCC-DC-POA-MDV01, "Haven (Isn't too far Away)
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CCC-UCON-01 Blood & Fog
Publisher: Dungeon Masters Guild
by Daniel C. [Verified Purchaser]
Date Added: 01/26/2021 23:42:00

This is another in the "cabinet of adventures" that gets pulled out when we need a good tier2 adventure but have nothing planned.

There's a lot of replayability because of the various "choose from this list" type of encounters, and it also lets you customize it based on the players you have at the table. If you have PCs that will have a blast diving into the puzzle and skill challenge, you can even add in a few extra. There's some simple slugfest combats so that you can challenge your players that love the tactical side of the game, and you can even get some surprising RP as your players can discover weird politics between two different sets of foes (and if they're good, maybe even play them against each other).

I put this in my "low energy when I arrive, but great payoff" category. It's easy to pull off a great session with it. Sometimes when I come in to run games for our playgroup, I've had a rough day and I kind of want to fall back on something familiar that I know that works, and by the end of the evening I've had a blast and the players always have too.

And the end combat is a challenge, and the reward... one in particular is the sort that even players that have been through it before will play it again for their chance at it.



Rating:
[5 of 5 Stars!]
CCC-UCON-01 Blood & Fog
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CCC-LINKS-01 Champion of the People
Publisher: Dungeon Masters Guild
by Daniel C. [Verified Purchaser]
Date Added: 01/21/2021 13:47:12

This is one of the most requested modules in our local playgroup, plenty of people will play through it multiple times, and there are lots of stories in the group about "Remember when ..." and it's always some OTHER detail of this adventure. All marks of a fun story.

The Scooby Doo aspect is always brought up, half the time they just refer to it as "THE Scooby Doo adventure," so it lives up that goal.

I've run it at least a dozen times, each time it's a little different, sometimes VERY different. The unmasking at the end usually ends up with the right person, but pretty often they still end up with the wrong person. (Which is a good sign, in a mystery you want it to be just questionable enough that there's a point to continuing to look for more clues.)

The combats are hard, especially if the DM doesn't hold back a bit. I can't remember if this was mentioned in the adventure, but I've heard that the possessed enemies aren't using their FULL abilities at various points, but sometimes if I find that the party is having too rough of a time of it, I'll make sure to continue to hold back. You don't want to cream the party, so be cautious. It's VERY easy to use the monsters to challenge that party that plows through everything too. Just be careful, the guidelines for balance are not the only thing you have at your disposal as a DM.

:) So summary, 5 stars, recommend highly, lots of fun!



Rating:
[5 of 5 Stars!]
CCC-LINKS-01 Champion of the People
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CCC-UCON02-02 Rescue Down Under
Publisher: Dungeon Masters Guild
by Daniel C. [Verified Purchaser]
Date Added: 12/31/2020 00:26:37

I have run this at convention a few times and for my local playgroup a few times.

It's a very flexible adventure, if your party would like to do a dungeon crawl-esque slugfest, sure, have fun!

Want to do some RP with some unusual creatures, definitely can do that too! It's a ton of fun to RP as Wymtoven, a perfect excuse to enact a REEDEEKUULUSSS ACCENT.

Definitely recommended! :)



Rating:
[5 of 5 Stars!]
CCC-UCON02-02 Rescue Down Under
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DDAL05-10 Giant Diplomacy (5e)
Publisher: Wizards of the Coast
by Daniel C. [Verified Purchaser]
Date Added: 05/14/2019 10:47:42

This is one of my favorite adventures and a go-to for when I am introducing new players to the game.

It does start out with combat, so it gets the players involved rather quickly. But almost immediately, you are introduced to situations that can be solved with roleplaying. I love having that in an adventure for new people, because they can see the different styles. (What the newer adventures make a point to label as the "pillars of play.")

There's a lot of silly fun, and it's enhanced if you're willing to go all-out with the silliness as the DM. It's completely an excuse to be overly enthusiastic and get a little loud and every time I've run it, that has paid off.

The contest in the adventure especially pays off if you mostly adlib the descriptions, and maybe even fudge the stats a little so that its more of a nail-biter. (You can certainly keep track of the "real numbers" ... but nothing says that your descriptions have to correspond exactly to the rolls. This is one of those DM adjudication moments.)

Players get real involved in that part, and it helps to make it seem neck-and-neck as much as possible.

And it's fun to see how DIFFERENTLY each table handles the ending.

I recommend this one highly.



Rating:
[5 of 5 Stars!]
DDAL05-10 Giant Diplomacy (5e)
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DDAL05-02 The Black Road (5e)
Publisher: Wizards of the Coast
by Daniel C. [Verified Purchaser]
Date Added: 05/10/2019 01:59:47

This adventure is a FAVORITE of our local play-group. It's a tightly packed two hour story for tier one, which I am always in need of. (I'm going to try to avoid major spoilers, but there are some minor ones contained here.)

It also serves as a great introduction to season five, specifically the town of Parnast which is the shared setting for the tier one portion of the DDAL05 series.

It makes the good decision to have you be new to Parnast so you can learn about it along with your character, you get introduced to Azam, the caravan-master and Hsing, a golden psuedodragon. Both characters make appearances in other adventures, so you get a nice introduction there. You're going to be travelling across the Anauroch desert.

This happened right during season five, where the campaign in general shifted location. I have a big map printed of the sword coast which includes the Moonsea over in the corner, and ... Once you see the scope, you can't appreciate. I point my hand up at the far right of map, "you're starting out here..." and then wave my hand "and going alllllll the ways over here." And in this huge map is this IMMENSE expanse of tan. The map is big, but I can do this hand gesture from across the room and people can see clearly, it's that big. (and enough players in our group have gone through this adventure that ... People know when I'm running this one.)

Apart from the fact you're in this caravan bringing necessary supplies across a wasteland, it is open-ended. You can insert colorful things throughout, and the adventure encourages that. You have DAYS of travel, and the events are open-ended when they happen. But, the wasteland allows you to keep things from getting lost, they have a GOAL and they get invested in having this caravan arriving safely.

Also, the encounters give you options for what to do, for instance one of the early encounters gives you one circumstance for what to do if the players set up watch AND succeed at a perception check, and another for if the fail. Another encounter/hazard (based around skill checks and saves) is even more open ended, giving you the ability to invite the players to describe what they want to do to help the caravan. (the text literally encourages you to work with the players to find creative solutions, I love that.)

In the old rules, one of the encounters had the number of successes or failures determine the gold reward at the end, the newer rules don't have that option, but it speaks to the strength of the story that I haven't seen the players change behavior at all.

EVERYONE gets invested in doing everything that they can do to save that caravan, they FEEL those losses. I've run it Sooooo many times, and yet it never fails, people get invested.

The final encounter has a flowchart for what happens depending on players choices, making sure that they still get an exciting outcome but still providing the ability for their choices and rolls to make a difference. This is much more common in season eight, but I love this ability to have the adventure be just different enough from one table to another.

There is an optional encounter in the middle, I have never run it! This is a good thing, the adventure gives you this encounter to help with pacing, if everything goes super quickly, you can add this to help fill the two hour slot, but I always have the RP and skill challenge fill up time just about perfectly. This adventure fills the time RELIABLY, if I have my watch handy I can keep pace and the players engaged without fail.

Finally, at the end you have an interesting story award (everyone remembers the caravan master's name, or at least they can recall it when I mention "Caravan Master"), a decent unlock that makes some people happy, and they're in a new town.

And I am always asked at the end by someone, "When are we playing the next one?" Isn't that the mark of a great introductory adventure?



Rating:
[5 of 5 Stars!]
DDAL05-02 The Black Road (5e)
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