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Modron Player Race
Publisher: Dungeon Masters Guild
by Stephen L. [Verified Purchaser]
Date Added: 05/16/2018 22:13:35

This has potential to be an exciting planar race. Some parts of it are done well, such the Law of Averages dice mechanic. The ability score increases are fine. Size, alignment, speed, and all that other basic stuff is fine. Getting the Mending cantrip for free is also a nice touch that works for the flavor of the race. However, the most glaring issue with this race is the Modron Hierarchy trait.

Although the bonus skills here help to balance out the Mechanical Mind trait, it ignores basic traits of each of the five basic modron types such as monodrones and quadrones being able to fly, tridrones having additional limbs, and pentadrones being large size and having a paralyzing gas action. Some players also might not like being forced to digivolve into a new form every 4 levels. I would just do away with the progression altogether and have each modron type be its own subrace. Perhaps every 4 levels, the character can choose whether to get promoted to a higher subrace.

The race also makes no mention of modrons' truesight sense. Of course, truesight as-is would be too powerful for a PC racial trait. It could however have some more limited version of truesight, such as: Once per long rest, the modron character can use an action to gain true sight for up to a minute as long as they concentrate on it. Or maybe even just give the character advantage on investigation or insight checks to interact with invisible or illusory things.



Rating:
[2 of 5 Stars!]
Modron Player Race
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CCC-SFBay-02-01 Old Enemies Arise
Publisher: Dungeon Masters Guild
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 18:36:55

A very well written adventure with encounters that could work well as combat or RP. I definitely learned some interesting things about Damaran and Reshemen in this adventure. The only thing I would change is the overlook into the Reshemi witches' campsite and the campsite itself being separate sections of the adventure. When I ran it, I combined these two sections into one encounter, with traps included on the hillside for any PCs that decided to charge into the camp. :D



Rating:
[4 of 5 Stars!]
CCC-SFBay-02-01 Old Enemies Arise
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DDAL07-03 A Day at the Races (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 18:30:19

Not a very combat-heavy adventure, but the races in this adventure were varied and fun! The race included parts on ground, in air, and across water, and all the legs of the races were handled very smoothly by the adventure's design. It can limit creativity though for some characters who depend on magic and don't have very could skills used in the races.



Rating:
[4 of 5 Stars!]
DDAL07-03 A Day at the Races (5e)
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DDAL07-12 In Search of Secrets (5e)
Publisher: D&D Adventurers League
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 18:25:08

Most of the traps in this Yuan-ti themed dungeon crawl were trivialized by one spell: Heroes' Feast. The nightmares made real is a cool element for the adventure, but the rest of it is pretty underwhelming, especially the final encounter. Even with the villain's legendary actions, a tier 3 party could easily mop the floor with him. The fire snakes in the central room are an absolute joke at tier 3.



Rating:
[2 of 5 Stars!]
DDAL07-12 In Search of Secrets (5e)
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DDAL04-10 The Artifact (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 18:19:08

Clue: The D&D Adventure. There's a lot of information that the both the PCs and the DM need to keep track of, and this can get pretty confusing, especially if you have a group that isn't into murder mystery style puzzles. Some groups may like it, others probably won't. My group had a couple players who really liked it, but the rest of them players were either bored or confused.



Rating:
[2 of 5 Stars!]
DDAL04-10 The Artifact (5e)
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DDAL04-13 The Horseman (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 18:09:46

The whole town gone mad at the beginning of the adventure makes for some great roleplaying opportunities before the party finds out about the headless horseman and pursues after him. A creative DM can add to the excitement by coming up with all sorts of crazy things the rest of the village is doing. The final encounter was very challenging and very nearly resulted in a TPK for my group. Adjust this with caution. Aside from that, the tragic villain of the story was a very solid and memorable character.



Rating:
[4 of 5 Stars!]
DDAL04-13 The Horseman (5e)
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DDAL04-08 The Broken One (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 17:58:22

My group found the story for this module to be pretty confusing. I had to often remind them who was who and what was going on in it, especially once the villain started attacking the village and causing chaos. The poor sod Luca though was a very endearing NPC and the final encounter was challenging and fun.



Rating:
[3 of 5 Stars!]
DDAL04-08 The Broken One (5e)
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DDAL05-17 Hartkiller's Horn (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 17:52:06

This was definitely an awesome adventure to capstone the tier 2 Hartsvale arc! There's a lot of tension and sense of urgency that really drives this adventure with challenging encounters which, for the most part, make great use of the terrain. The Hartkiller reveal was quite gruesome, but very cool! The final encounter wasn't too much of a challenge, but the Beast of Talos sure gave the party a real fight.



Rating:
[5 of 5 Stars!]
DDAL05-17 Hartkiller's Horn (5e)
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DDAL05-16 Parnast Under Siege (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 17:44:48

This adventure really has a lot of things going on in it with preparing for the impending army led by Bad Fruul. It takes a bit more preparation to run this well and the number of options involved in fortifying Parnast can be overwhelming to some players. If pulled off right and managed well (and there are a lot of things to manage!), especially if it is run as an epic-like multi-table adventure, this can easily feel like one of the most epic tier 1 adventures.



Rating:
[4 of 5 Stars!]
DDAL05-16 Parnast Under Siege (5e)
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DDAL05-15 Reclamation (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 17:37:15

A very linear adventure but, with mostly fun and challenging encounters and a very cool Giant rune puzzle! I would definitely play up the extraplanar nature of the library by describing astral vistas the characters can see beyond the library's walls.

My group got a little confused by the fissure involved in the secret mission though and almost tried to explore the Underdark entrance below it...



Rating:
[4 of 5 Stars!]
DDAL05-15 Reclamation (5e)
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DDAL05-14 Reeducation (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 04/21/2018 17:23:15

A nice short dungeon crawl, but the encounters seemed pretty underwhelming for tier 3. If you add in some better-scaled theme-appropriate monsters into the encounters, it has the potential to be more encgaging. Even using the strong and very strong adjustments, my players had no trouble with it. I would recommend giving the boss character stronger minions.

It also seems weird that Seer got kidnapped in the first place, considering that she's supposed to be some Elminster-level character.



Rating:
[4 of 5 Stars!]
DDAL05-14 Reeducation (5e)
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DDAL05-13 Jarl Rising (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 05/09/2017 21:19:15

Another adventure in the SKT saga of the Hartsvale valley, similar to A Dish Best Served Cold in that it has several options for encounters giving it a great deal of replayability. This time, however, there is less RP and mystery solving, and more emphasis on survival, combat, and overland travel through the treacherous passes of the Ice Spires. The secret mission involving the fire giant's smithy seems a bit forced as a combat encounter. My PCs had a lot more fun with it as an RP encounter, which I highly recommend, and as a place to rest and share stories - a good opportunity for the PCs to brag about their previous adventures. The Ise Festing redoubt is an interesting location for the final encounter, and the telescope-like device inside was pretty cool. Curious PCs might enjoy using it to get a great view of many lands far away from the Ice Spires. Go all-out in describing the magnificence of these views!



Rating:
[4 of 5 Stars!]
DDAL05-13 Jarl Rising (5e)
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DDAL05-12 Bad Business in Parnast (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 05/09/2017 21:10:33

In this adventure, we return to Parnast where the PCs unravel a mystery to find out why the town's fortifications against the encroaching forces of Bad Fruul are falling apart. Although the hooks for the adventure seem forced with an obvious red herring, they do help to lead the PCs to events that take place to figure out who is really behind the sabotages. When I ran it though, my PCs completely ignored the red herring and searched for clues around the toolsheds, and found tracks leading through the woods right to big bad orc's cabin the same night that the adventure began... skipping a large portion of the adventure in the process.



Rating:
[2 of 5 Stars!]
DDAL05-12 Bad Business in Parnast (5e)
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DDAL05-11 Forgotten Traditions (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 05/09/2017 21:03:09

This module is part dungeon crawl (and a very good one too) and a tour through giant history. As the PCs descend down into the ruins of a giant holy site, they encounter all sort of traps, lost giant rune treasures, and get to fight some interesting creatures that either wandered into the ruins from the Underdark, were bound into the temple by the giants that once dwelt here, or who are also after the runes of power the PCs are tasked to retrieve. The lore about the giant races throughout the temple is very interesting and provides a lot of world-building material, and there is a really cool boss golem at the end of the adventure (or should I say at the beginning ;) ). Depending on their interactions with one of the giant NPCs, there are also some very cool story rewards the PCs can get too.



Rating:
[5 of 5 Stars!]
DDAL05-11 Forgotten Traditions (5e)
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DDAL05-10 Giant Diplomacy (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 05/09/2017 20:55:32

This could be a very fun RP-centric adventure, depending on the composition of the party, and whether your players like puzzles. Things start off fairly normal, with a very average encounter fighting goblins in the woods. But then, the Monster Manual's First OC Dog, a thing made of rainbows and nightmares, comes along and presents the PCs with a strange riddle and a puzzle that will grind many tables to a halt. Although some of the more intellectual players might enjoy it, I would highly recommend allowing characters to make intelligence/wisdom checks to get past it and to the best part of the module... diplomancing with the giants! Well, an ettin and his minions to be precise. How does one diplomance a giant? In a contest of gluttony of course! Even the least stout of the PCs can contribute to this encounter, pulling tricks on the opponents in the contests or cheering their allies from the sidelines. If the PCs manage to impress the ettin and solve a bit of a problem he has with some noisome fey, they might earn themselves a friend to help out on a later adventure (hint hint).



Rating:
[3 of 5 Stars!]
DDAL05-10 Giant Diplomacy (5e)
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