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Way of the Frozen Heart Monastic Tradition
Publisher: Dungeon Masters Guild
by Laura G. [Verified Purchaser]
Date Added: 05/05/2020 09:08:18

i am so making a sub-zero monk! 5e needs more cold magic



Rating:
[5 of 5 Stars!]
Way of the Frozen Heart Monastic Tradition
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CCC-SRCC01-03 Altar of the Smoldering Eye
Publisher: Dungeon Masters Guild
by Tom G. [Verified Purchaser]
Date Added: 07/28/2018 10:22:03

This was a very fun module, and with a few tweaks to the starting setup, would work well as a stand alone module. The trap room at the door felt just the right amount of dangerous to start the trap without being deadly and the shadow (with strengh drain) provided a worring encounter which, when the ghost cleric appeared to reverse it, didn't unduly hinder a party that wasn't allowed to rest. My one note would be that while the candle gave 1 hour of safety, since the door and combat were done in initiative order, it quickly became obvious that the party would reach there goal well before that time as long as they didn't rest, so the sense of urgency was lessened.



Rating:
[4 of 5 Stars!]
CCC-SRCC01-03 Altar of the Smoldering Eye
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CCC-SRCC01-02 Down the River of Snakes
Publisher: Dungeon Masters Guild
by Tom G. [Verified Purchaser]
Date Added: 07/28/2018 10:11:12

This was an enjoyable module, though clearly the middle/transitionary one of the 3, which in attempting to also be a standalone module, created some faults. I felt this primarily in 2 locations, the beginning and end. At the beginning, the characters are given a cartographers reproduced map of a map that was found in the first adventure, clearly there so that players who didn't run the first adventure have the map. However, this map wasn't included in the map set. The map that was included was a map of the starting town (which the characters quickly left). My players spent several minutes trying to find on this map the locations that that NPC told them were shown on the map, before we finally decided it wasn't there. Additionally, it is stated that they are making this journey because teleportation doesn't work in the area (and in the 3rd module there are specific protections on the temple for just that) but at the end of the module, as a tack-on to the provided magic item, you activate a teleportation circle (so that the characters present can switch if need be). But since the temple magic doesn't protect this far out, and the town NPC knew of this safe location, why wasn't she able to teleport them there, to light the candle and progress the last distance on foot, instead of the whole hike.



Rating:
[3 of 5 Stars!]
CCC-SRCC01-02 Down the River of Snakes
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DDAL05-02 The Black Road (5e)
Publisher: Wizards of the Coast
by Tom G. [Verified Purchaser]
Date Added: 04/22/2018 09:43:50

This was a fun adventure, and I enjoyed how it gave the player the ability to roleplay and an encounter other than combat. My one issue would be that if you have already played DDAL05-01 then the players are already in Parnast, and so having them have left only to journey back is a bit awkward.



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