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DDEX3-05 Bane of the Tradeways (5e) $3.99
Publisher: Wizards of the Coast
by Richard P. [Verified Purchaser] Date Added: 05/18/2018 08:54:38

The adventure is a great concept, with lots of branching options and plenty of interesting plot opportunities. It's a great module to be in, and mostly straightforward to run.

That said, the module is kind of a mess. Inconsistent formatting with regards to when it tells you how to modify encounters makes doing so a bit of a challenge. Finding a particular element can also be difficult. I did a lot of rereading because I was sure I missed something important, only to have to read half the module to find it.

Additionally, there are some very punishing elements to portions of the adventure that can create issues. In the chase, a failed attempt to leap from one vehicle or mount to another effectively removes a character from the encounter as a whole. Fortunately, when I ran it, the chase was brought to a stop only two rounds later, or one player would have missed the whole encounter. Additionally, the important plot device from one of the encounters is very easy to miss, which can end the adventure prematurely if players don't remember where the caravan was headed.

I would run this adventure again--it's a fun one, and helps newer players understand the kinds of ethical choices that roleplaying games can include--but this is a difficult module to run the first time.

[4 of 5 Stars!]
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DDEX3-05 Bane of the Tradeways (5e)
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