DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left by this customer:
You must be logged in to rate this
pixel_trans.gif
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Daniel D. [Verified Purchaser]
Date Added: 08/31/2017 08:58:26

I've had a chance to do this as both a player and a DM. It has a good combination of RP and investigation, mystery solving, and dungeon crawl. Very fun to run and play. I'm going to try to make this my "Déjà vu" DM quest adventure. A few tips for running this. The adventure is a bit too restrictive on interactions with Harae. Things go a lot easier if she can communicate more easily with the characters. "Yes/No" through tipping the scales on the holy symbol on the altar works well. Maybe a yes/no "ouiji board" could be improvised with a quill. It's hard to come up with a way to communicate to the players that Harae put out the light. Also, when they visit the beacon, that's just a dead end and doesn't offer any real clues or leads. It can be disheartening, but things will pick up when they explore the towers.
I was able to get this done in 4 hours with a table of 5 players. In the fight with the skeletons and zombies, a cleric will likely use turn-undead before the ghould arrive, making them a really devious addition to the fight a few rounds later.



Rating:
[5 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
DDEX1-01 Defiance in Phlan (5e)
Publisher: Wizards of the Coast
by Daniel D. [Verified Purchaser]
Date Added: 08/31/2017 08:34:20

Review contains spoilers, and DM tips.

This is my top recommendation when running a game for new players. They're relatively simple to set up and run. The maps and tokens required are minimal. It's even possible to get through one or two of them without combat. They do run a little long, roughly 1.5 hours each.

Dead at Highsun is my favorite. This adventure has it all. Good opportunity for RP with Brother Keefe. And lots of tension building as the characters prepare to open the sarcophagus. A nice puzzle to solve, followed by a mini dungeon crawl. DM Tip: when the characters inevitably attack the honor guard statues, either let them knock them down (and have them reanimate later when triggered) or have them animate then and there.

In the Meeting at Deepnight, the players seem to easily lose sight of the real objective: placing the pin on the seller. Remind them of this if necessary. And make placing the pin easier if they come up with a plausible explanation for how they're doing it. Give advantage on the Slight of hand and/or reduce the DC. Players often want to place the pin in the bag of diamonds, bypassing the skill check entirely. This makes the enconter too simple, IMO. Perhaps head that off by having the Harper agent explain that won't suffice.

The Screams at Dawn can be deadly for level 1 characters. I prefer to run this one 4th or 5th, so the characters are level 2 and less squishy.

Shock at Evenfeast - the logic behind how the lightning moves is really difficult for players to figure out. Make sure the players split up and have a chance to meet all of the potential targets before kicking off the action. You may need to be really obvious in your descriptions to get the clues out there.

The Danger at Dusk - It might be helpful to portray this as a sneak and rescue mission, and discourage the characters from fighting or killing the guards.



Rating:
[5 of 5 Stars!]
DDEX1-01 Defiance in Phlan (5e)
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 31 to 32 (of 32 reviews) Result Pages: [<< Prev]   1  2  3 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items
 Gift Certificates