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Complete Adventures of M.T. Black Vol. I $9.95
Publisher: Dungeon Masters Guild
by Daniel r. [Verified Purchaser] Date Added: 12/09/2017 18:46:23

So far only played Little Shrine of Horrors with my group. Heavy puzzle and trap oriented adventure. I think 3 small encounters that all but one can be skipped. Make sure your players are in to this sort of thing. Think Tomb of horrors - Light.

I loved the setup and the story and fun characters. There is a really nice plot-twist that you can spin in several different ways. Adventure can easily be shoehorned in with little tweaks in to your campaign. I simply hooked them with that the relic they are looking for was owned by the Shrines creator. At the end they found his deed.

My PC group had a lot of fun.

So to the bad.

There is one puzzle that is not so good, the god room. First the images on the player handout and the key does not match. Was confusing. The once they figured out the mechanics of the puzzle they could not solve it. They had to dice roll so many times in order to get the information they needed. That was tedious and not inventive (60 dice rolls that you need to get above 15 if you want to clear the board, and on a not so common skill). Actually replacing this room with an empty corridor would be an improvement and something I would recommend (or put in your own puzzle). Good place to add an encounter instead if you feel you want to mix it up a bit. The puzzle in it self is not critical for the storyline or the mecanics.

There are also parts of the place where in order to proceed the players HAVE to succeed in dice-rolls, there is no real thinking involved. They know they need to throw dice and the only way to get past it is to succeed in checks. For example in the bone tunnel. No creative thinking. Just throw dice until you are past it. If your party has a bad dice run it ends up just being tedious. The best puzzles are when you get to think about a solution, and figuring out is enough. Adding skill checks to it just makes it boring. If you want skill checks, do something that you could use a couple of different skill-checks. Like you need to jump over this chasm or disarm this trap.

If you want to teach your players to look for traps and question everything this is the perfect adventure. I also advice you think hard on how you want to do trap detection before you start. If each player is going to detect for traps for every single tile then this is going to take a long while. Be generous with the trap detection, there will be enough of them, so they will fail at some point.

That said. Great adventure. We had a good laugh and I recommend it.

[4 of 5 Stars!]
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Complete Adventures of M.T. Black Vol. I
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