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Files for Everybody: Nashi
Publisher: Rogue Genius Games
by Jeffrey F. [Verified Purchaser]
Date Added: 08/10/2019 14:34:48

This Pathfinder 2nd edition compatible supplement is focused on the Nashi, a raccoon humanoid ancestry that has a focus on firearms. The author includes a sidebar on transferring their firearm focus to crossbows for the GM who doesn't want gunpowder weapons in their game.

Overall this supplement is well written and the art is excellent. The author does an excellent job of crafting Nashi culture and making pop so that by the time I was done reading the section I had many ideas about adding them to my own game worlds.

The 10 heritages are interesting and unique, and the Ancestry feats seem well balanced. Their is a good variety of ancestry feats as well which means playing Nashi won't get as repetitive as some of the Pathfinder 2nd core ancestries currently are. The class options for Alchemist, Sorcerer and Wizard all seem solid and good thematic choices.

The Equipment chapters covers new rules for firearms. The rules are interesting though the sniper trait is one that makes me scratch my head. The rule itself is simple and would represent something akin to a cinematic weapon silencer but seems out of place on one of the biggest weapons, and as such probable loudest weapons. Of course the intent seems to make that weapon a fantasy sniper rifle which these rules would achieve even if I'll need to suspend my personal disbelief.

Overall it is an excellent ancestry to add to the game.



Rating:
[5 of 5 Stars!]
Files for Everybody: Nashi
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Glenbuckie Daydreams 001: Queer Pride Barbarians
Publisher: Glenbuckie Publishing
by Jeffrey F. [Verified Purchaser]
Date Added: 08/10/2019 14:03:42

This Barbarian Instinct is well written and looks to be a fun at the game table. The art and layout are both excellent. I can't wait to see future releases for Pathfinder 2nd from this publisher.



Rating:
[5 of 5 Stars!]
Glenbuckie Daydreams 001: Queer Pride Barbarians
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Esper Genesis 5E Sci-fi - Core Manual
Publisher: Alligator Alley Entertainment
by Jeffrey F. [Verified Purchaser]
Date Added: 09/17/2018 16:30:25

Esper Genesis is an excellent full of great story potential set in an interesting universe. The Species are varied an interesting and it uses the 5e D&D ruleset excellently. It is fun, fast, and easy to play.

The art is brilliant as well.

Great game.



Rating:
[5 of 5 Stars!]
Esper Genesis 5E Sci-fi -  Core Manual
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DDAL4-01 Suits of the Mists (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 07/19/2018 21:15:51

Overall Suits of the Mist is a good adventure with an interesting hook into into the Ravenloft series. The five mini adventures are fun, but the portrayal of the Gur in the scenarios is problematic. The Gur fall into many of the negative stereotypes attributed to the Rom people. More thoughts needs to be put into the portrayal of the Gur and the Vistani.



Rating:
[2 of 5 Stars!]
DDAL4-01 Suits of the Mists (5e)
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DDAL07-08 Putting the Dead to Rest (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 03/18/2018 10:28:38

DDAL 7-08 Putting the Dead to Rest is an Adventure League adventure for levels 5-10 that should take about two hours to play. (Though it can easily go long) It is written for 5 characters of 8th level.

Part One is quick and two the point. It's always nice to get a chance to interact with some of the factions and this is no exception. It moves us along to part two nicely.

Part Two is a brief combat encounter which is thematic and fun for Chult. It can also be spiced up if a member of a certain faction is with the group.

Part Three starts the wrapping up of plots with a cool fight scene that can be followed with another interesting fight if you have a member of the correct faction. Then we get the end boss fight which is pretty cool and well thought out.

Overall this is a great module. It runs into the Adventure League issue of under awarding XP to players as it caps at 3,000xp but the required fights would provide nearly 4,000xp to the players before accounting for how certain factions change the scenario. The maps included are a little basic but the optional maps that can be purchased separately are excellent. The story is great and it's a great finish to the trilogy.

Also I should note that the Tricks of the Trade sections are extremely helpful and well thought out. The only thing it's really missing is a Fantasy grounds .mod file. But that won't keep it from it's deserved score.



Rating:
[5 of 5 Stars!]
DDAL07-08 Putting the Dead to Rest (5e)
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DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 03/18/2018 10:11:15

DDEX 2-04 Mayhem at the Earthspur Mine is an Adventure League adventure for levels 5-10 that should take about four hours to play. (Though it can easily go long) It is written for 5 characters of 6th level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

This adventure is just getting an overall and not a breakdown for two major reasons, one because some of the parts can happen non-linearly depend on player actions and adventure hooks, and two I don't want this review to be as long as the adventure which can be forever long.

This is a good adventure and has the options for some cool scenes, like gladiatorial combat, but it also has road bump scenes that kinda steal player agency like when they get rescued from a horde of monsters in order to move the plot forward.

It also have some cool set pieces in a room like the lake of molten lava, but not really enough chances to use it. This adventure needs to be trimmed by the GM to suite the needs of his group, which is really hard to do in an Adventure League setting. As a home game I'd add this adventure in a heart beat, it's just that cool but you'll never experience the full cool of it in a 4 hour AL slot, or even a 6 slot. The XP budget on this one is crazy over depending on how you play it.

It has AL quality maps, maybe a little above, and it has a .mod file for use with Fantasy grounds Virtual Tabletop which is always a plus. It has over 6,000xp worth of encounters for each character in the average group but can only award 4,000xp to each character. Which is always tough. Still it's a fun module and can give plenty of characters opportunities to shine.



Rating:
[4 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
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DDEX2-12 Dark Rites at Fort Dalton (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 03/18/2018 09:54:39

DDEX 2-12 Dark Rites at Fort Dalton is an Adventure League adventure for levels 1-4 that should take about two hours to play. It is written for 5 characters of 2nd level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

Part One starts with a prologue that the players can choose so that they have a reason to be at Fort Dalton. It's an interesting way to tie players to the adventure when you aren't building towards that story. Most of this adventure is searching the ruins which can lead you over the time limit and xp budget if you focus on them, but could be interesting if you have the time.

Part Two Is still in the ruins but focus on one building with cult members trying to perform a Dark Ritual, or Rite. It's extremely straight forward and the completion of the combat encounter leads into the next part.

Part Three So the players could have arrived here from the last encounter, or by random luck while searching the ruins, leads to a semi-interesting fight and the finish of the scenario. It's ok.

Overall this is a straight forward scenario with a pretty bland story that can go over the xp budget depending on how the players search around. It does have some cool downtime options at the end for players to use, which lifts it a star for me and it has a .mod file for use with Fantasy Grounds which is always a plus for those using that Virtual Table Top. The maps are extremely below par even for AL standards as the adventure has no maps, which drops it a star for me but for Theater of the mind in might not matter as much.



Rating:
[2 of 5 Stars!]
DDEX2-12 Dark Rites at Fort Dalton (5e)
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DDEX1-06 The Scroll Thief (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 03/18/2018 09:27:54

DDEX 1-06 The Scroll Thief is an Adventure League adventure for levels 1-4 that should take about four hours to play. It is written for 5 characters of 2nd level. This Adventure has close ties to DDEX 1-2 Secrets of Sokol Keep and DDEX 1-5 Courting of Fire. The adventure is divided into three main parts. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

Part One is contains the standard intro to the module and sets the the players goals as trying to find who commited a series of three thefts that have happened over the last week. They're isn't much to the investigations other then a few brief roleplay encounters and few skill checks to expand on the information the players find. These scenes lead into the adventures first combat, and pushes the story towards the next part. Overall this part is ok, but not great. The three roleplay scenes are good to add flavor but can serve to distract the players by making the adventure seem like a “who done it?” adventure complete with a potential red herring that could derail the adventure in an unfortunate manner (if they act violent against the red herring).

Part Two begins with parts for roleplaying that can really help the party out in the investigations that follow but the investigations that follow aren't really needed as the adventure are lead by story into the next two encounters. The first being a fight against three creatures that are resistant to most damage. Which can be extremely tough for the intended second level characters, and then it's followed up with a fight with two creatures that even with reduced HP of 35 are extremely tough as they are very accurate with a +8 attack bonus with an attack that can paralyze and another +4 bonus attack. Theya re also large creatures with reach in a fairly small area that the party needs to search in order to get the clues for the next part. It's a bit much after the last encounter, especially since the players are most likely rushing into this fight thinking the need to catch up to a fleeing enemy.

Part Three is the boss battle. Now the Boss has less hit points then the previous monsters in the last fight, but the players are probably in a bad shape since they just had two rough battle before this and this creature has some brutal lair actions. The ability to drop darkness to block vision is brutal especially when the boss has blindsight, or they could instead drop a area of effect that lightly obscures and does 3d6 damage with a high save for half. This is in addition to the creatures line attack that deals 5d8 damage and can recharge on a 5-6. Again this adventure is intended for second level characters.

If a 2nd level party of 5 characters complete all encounters and achieve the quest rewards they will have each earned 695xp which is adventure league would then be reduced to 600xp. Which would be a tough spill to swallow after those three back to back combat encounters.

Overall the story for the adventure is adequate, the combats can be too much for the intended levels, and the xp budget isn't handled well, but that is a common AL issue. One major positive is that it has a .mod file so it's easy to use in Fantasy Grounds. Though as with many AL modules the maps are lack luster.



Rating:
[3 of 5 Stars!]
DDEX1-06 The Scroll Thief (5e)
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Fantasy Grounds 5E Coding Package
Publisher: Dungeon Masters Guild
by Jeffrey F. [Verified Purchaser]
Date Added: 03/05/2018 16:20:43

As a new user to Fantasy Grounds I was on the fence on whether I wasnted to keep Fantasy Grounds or ask for a refund. Then I stumbled on the review of this file and everything clicked for me, and within days of buying this I've invested heavily in Fantasy Grounds because the automation of these effects makes everything so smooth and easy to use for.

Easily my best purchase on DMs Guild.



Rating:
[5 of 5 Stars!]
Fantasy Grounds 5E Coding Package
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DDEX1-03 Shadows of the Moonsea (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 07/16/2017 15:46:45

DDEX 1-3 Shadows Over Moonsea is a Adventure League legal adventure with 5 parts.

This first part is contains the hook to the adventure which can easily build off previous interaction the group has had in other Phlan based adventures. It's straight forward with some interesting NPC's that is good at getting the group interested in the adventure to follow.

The second part of the adventure is a brief three section traveling scene. Two of which are roleplaying encounters and one which can be either combat or non-combat. The NPC's motivation are detailed enough and the first NPC has the right amount of info to help foreshadow and entice the player forward and the third NPC sets a good example of what the players are in for where they are going.

The third part can be a bit hectic but overall it's a good hint at some of the twist later in the adventure. Players can spend time investigating or building defenses. The NPC are interesting and the players action can have a noticable effect on the rest of the adventure and is a good scene.

The fourth part is the players defending the village from their enemies. This is a great scene with some interesting twist fully revealed. One of the best parts of the adventure.

The final part is an interesting three sided fight on top of a burning ship. The cinematic backdrop and interesting opponents make this a fun fight that can be rather memorable.

Overall this is a good adventure.



Rating:
[4 of 5 Stars!]
DDEX1-03 Shadows of the Moonsea (5e)
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DDEX1-05 The Courting of Fire (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 05/21/2017 11:05:45

DDEX 1-5 The Courting of Fire is an average adventure with two main parts.

The first part covers being hired for the job of tracking a thief and finding out the information on where the thief has gone. The section has many interesting locations that are familiar to players that have played previous Adventure League Season One modules but for players who haven't it can be tough to get them to find the information they need, and to make sure they get enough information to be successful.

The second part is the meat of the adventure and starts when the players arrive at their destination. This is a basic dungeon crawl. Nothing really jumps out as interesting. The non-player characters are a bit bland and the monsters are common monster but not used in ways that make them interesting.

Overall it's an average adventure that is adaptable for home play and is ok in Adventure League use when your players are more familiar with Season One and the plotline and locales in Phlan.



Rating:
[3 of 5 Stars!]
DDEX1-05 The Courting of Fire (5e)
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DDAL05-02 The Black Road (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 05/21/2017 09:25:15

DDAL 5-02 The Black Road is a great adventure with roughly 5 major parts.

The first part is the introduction and the hiring phase for the player characters. It is simple, quick, and allows a fun amount of roleplaying. It serves it's purpose rather well. It serves it's point well to get the players onto the escort mission.

The second part in the adventure is a night time raid. It's a very basic attack from a common foe that with less blood thirsty groups can provide a nice foreshadowing of things to come. It's not overly complicated and is an quick enjoyable fight.

This can be followed by an optional roleplaying encounter, that due to time constraints I've never run. Though it seems as if it could be rather enjoyable and the information provided could help the players make decisions later on.

The third major part is a battle against the environment. This scene is a cinematic skill challenge that not only helps foreshadow information in the future, but foreshadows information about the entire season of AL adventures. It is a quick skill challenge but one that is easy DC but holds risk for failure.

Next we have the major encounter of the adventure where the players finally get to confront their adversaries. This is a great part because it has several options, that while all will eventually lead to a combat, it does so in an organic and believable way.

Lastly we have the wrap up where the players get their rewards for success which is a simple but potentially fun scene.

Overall The Black Road is a fun adventure. It's great for Adventure League play as while only a two hour long adventure it provides a good amount of xp at a fair amount of risk. It also has options on stretching out the roleplaying if the group has time to play longer. For home play The Black Road is good but could need a lot of small tweaks to fit into a campaign.



Rating:
[5 of 5 Stars!]
DDAL05-02 The Black Road (5e)
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 05/21/2017 09:06:27

DDEX 1-2 Secrets of Sokol Keep is a good adventure that consists of three parts.

The first part seeds the adventure's hook to the players and provides some interesting options for roleplaying. It works well as an introduction to later events and allows a good bit of wiggle room for groups to make their own choices about their motives for adventure.

The second part is the meat of the investigation. It provides several different locals and non-player characters for the group to explore and interact with. The non-player characters are interesting enough to be fun to roleplay and the investigation of the locales is pretty simple so it won't pose a huge challenge but doesn't run the risk of stopping the adventure either.

The third part is a short dungeon crawl that is fun and can be challenging. It's very basic in the choice of enemies but it leads up to a good moral dilemma that can be enjoyable for groups.

Overall Secrets of Sokol Keep is a good adventure. For Adventure League play this adventure stays true to the xp rewarded at the end giving the players a fiar challenge for the xp rewarded and awarding a good amount of quest xp for the missions. Flaw wise even though the XP budget is fair for the risk, it's a little low for a four hour suggested play time and fits more into the awards that a two hour adventure should award.

For home play this adventure is good as it is easily adaptable for many different hooks and provides a fun adventure.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
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DDEX1-01 Defiance in Phlan (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 04/25/2017 14:16:31

DDEX1-01 Defiance in Phlan is an introductory adventure with five individual missions each which should take one to two hours to play.

Mission one is a pretty simple and short adventure that starts with the group in a tavern and contacted by a mysterious figure. This figure represents one of the Adventure League factions and needs the group to pose as a merchant, that one of the player character just happens to look similar to, and to do some basic espionage. The story is kind of bland in this one but can shine with players that are really invested in being deceitful and sneaky, for the good team.

Mission two introduces the player characters, who just so happen to be at a tavern, to the Black Fist. The Black Fist are the law and protection in Phlan and more than willing to pawn off their jobs to independent contractors who don't mind getting goblin blood on their weapons. This mission gives the players to be the heroes as the infiltrate a den of goblins to save some of the villagers before a goblin hoard returns. It also introduces the players to another one of the Adventure League factions. This is the best adventure in the series because it can be solved through fighting, diplomacy, or stealth depending on how the players decide to do it, plus gives the players a taste of being a hero. It also carries some risk for the group as at low levels even Goblins can be a threat to unprepared characters.

Mission three has another Adventure League faction giving a task to the players that starts off simple but quickly expands. I find this one to be the weakest of the adventures as players who aren't as quick thinking will find the NPC will complete some of the adventure for them. The mandatory fight in the adventure isn't bad as it has options to not be a straight up fight, but it's not interesting enough to make up for what I feel is the low points.

Mission four basically has another Adventure League faction representative tell the players that an NPC in the crowded room has a weapon that endangers everyone and the players need to find out who has it. This isn't a bad mission because it's easy to embellish the NPC's and make them interesting but has the downfall that if the player characters aren't quick thinking an NPC may solve the adventure for them.

Mission five is a fun little incursion into an illegal prison run by the corrupt Black Fist. This mission has an interesting monster fight with a hazard in the room making it a nice action scene. Plus the players get to help another Adventure League faction.

Overall Defiance in Phlan is an average adventure. The map quality is decent for theater of the mind DM's but lacking for DM's that are more grid focused.

If you're buying this adventure for Adventurer's League Organized Play this is a good adventure for very new groups or groups with little time to play, but suffers from several flaws. One of the major flaws for Adventure League play is that some of the adventures provide less experience points than the player characters have earned due to the maximum experience cap. For instance the fifth mission the players could earn double the experience of the cap. Though the series is a good source of downtime days.

For home play I think this would be better as you could easily flavor all of these adventures as happening in the same 24 hours giving a interesting challenge for slightly higher level characters then the first level it was written for. Or a home group could use some of the missions as short side quest whenever they stop by their local tavern for some rest.



Rating:
[3 of 5 Stars!]
DDEX1-01 Defiance in Phlan (5e)
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DDEX1-09 Outlaws of the Iron Route (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 04/07/2017 08:36:53

DDEX1-09 Outlaws of the Iron Route is an great adventure that consist of four different parts.

The first part which serves as an introduction is quick paced and does a good job of setting the tone for the rest of the adventure. It also can provide a good barometer of the player characters tendencies for helping npc's or to judge whether they are a fight first, or talk first group.

The second part of the adventure is two scenes. The first scene revolves around getting information from an npc in prison and the second scene is focused on what during a prison riot. The scenes can vary drastically based on party choices and time limits on play. A DM trying to emphasis the options in these scenes could easily go over the time suggested which means time from the following parts would need to be cut or even a whole part cut from the adventure with how it went. It also allows a DM to be able to adjust the adventure and the scenes to fit their group of PC's better.

The third part is the longest part in the adventure and is the most open ended. It concerns two enemy camps and the players have many options on how to deal with the leaders from each side. Again limits on time can really hamper this scene and what the players are trying to accomplish. This section is allocated the most suggested time and it really does need it. One of the great parts of this part is that it can allow PC's a chance to shine in whatever function they like. Stealth oriented PC's can have ample opportunity to sneak around and recon, while talkers can have many interactions with NPC's as well and many targets abound to get beaten up. Thinkers will have a lot to think about when determining which order to apply those other options and where it will be used best.

The fourth part of the adventure can be a bit of a downer because it can easily make the player feel like the adventure didn't really need them to be completed or it can be an epic battle that makes the heroes feel heroic and impactful depending on how part three played out.

Overall Outlaws on the Iron Route is a good adventure. The adventure's open nature though does means that it quality on the table can vary based on how DM's handle the choices and timing and keep players on pace and on target if they slow down. The map quality is decent for theater of the mind DM's but lacking for DM's that are more grid focused.

If you're buying this adventure for Adventurer's League Organized Play this is a solid choice as it's open ended nature allows this to be a good replayable option for players as the open ended nature of the adventure means that players shouldn't get bored with repetition as easily. The biggest flaw in this case is that it's way too easy to go over time and for the players to go over the XP cap meaning that they would be facing more risk then the reward they earned.

For people buying this for home play it's a good choice as it's easily customized to your group and can be a launching off point for a campaign or a solid sidequest.



Rating:
[4 of 5 Stars!]
DDEX1-09 Outlaws of the Iron Route (5e)
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