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DDAL07-10 Fire, Ash, and Ruin (5e)
Publisher: Wizards of the Coast
by Mitchell S. [Verified Purchaser]
Date Added: 03/13/2018 00:51:12

Ran this last night for a weekly AL game. First, the story idea for the module is FANTASTIC! The concept was amazing, but the execution was a bit lack luster. Without giving out too many spoilers, the module is basically designed to nickle and dime the party members down until the final battle, and IF they take the correct path, they can in turn make the final battle weaker as they go. However, there are a number of unnecessary fillers in the module that really aren't needed or could be modified to enhance the plot line without bogging it down. To start, there are a list of possible encounters before the characters get to the adventure location that help set the mood for the landscape and scope of the area, but most really serve no purpose to the story. One of them can allow for information to be gleaned by the players, but only if the DM has the encounter really prepared (it could be tricky and disastrous for inexperienced DMs), as the party could easily just destroy the situation, and the characters might not get some needed information. Once the party gets to the adventure location, there is a possiblity that a faction assignment might not be able to be completed because of the make up of the party (missing a crutial class). Then there is a series of low level encounters that are time consuming for a tier 3 party, but not challenging at all. Once this area is completed, the characters find a way into the heart of the location, and through a long series of fights, again against lower tier mobs that are more of a nuisance than a challenge, the players can face 'mini bosses,' that if defeated, will weaken the final boss in the final encounter. That is IF the characters explore correctly. There is a chance that they make it to the final encounter FIRST by chosing the wrong path to take. Experienced players who conserve resources and are careful will find the module way too long compared to the rewards. Inexperienced players might get wiped before they even get close to the end due to unloading early, and having nothing left in the tank. I do like to run mods as they are written before giving them the AL allowed DM empowerment. With a few adjustments to the mobs present (more tier appropriate, and few numbers), and ommitting some of the filler, it can definitely be a fun mod to play. I will definitely run it again, but with some treatments next time. Not the best season 7 mod so far, but definitely worth the purchase.



Rating:
[3 of 5 Stars!]
DDAL07-10 Fire, Ash, and Ruin (5e)
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DDAL07-09 Unusual Opposition (5e)
Publisher: Wizards of the Coast
by Mitchell S. [Verified Purchaser]
Date Added: 03/06/2018 12:45:18

I finally had a chance to run this wonderful module at my FLGS for our Monday night AL sessions. It was epic. I had a group of six players, many with years of playing experience (one having played since Chainmail). They all completely LOVED it. DMs who wish to run this will definitely need to prep a few things before starting, and try to keep pace with the suggested times in the module if you have time constraints. We actually went a few hours over the limit, but that was because there were a number of great opportunities for role-playing (which the players were very happy with!) There is a battle at sea during the first part of the module that can be a bit clumsy for an inexperienced DM, but with prep, it can be an extremely interesting change of pace to normal combats in D&D (Grappled characters falling a couple hundred feet to the ocean below, for example). There is a wonderful role-playing bit in the next section that was tremendously fun, followed by a pretty tough combat which can get out of hand quickly (my group were all 11th level, but paladin smites vs certain creatures definitely helped get it under control). After that, another great role-playing op is presented, followed by a killer, and I mean KILLER final battle at the conclusion of the mod. They players were very lucky to no longer be under the Death Curse, and there were a few 300gp diamonds used for spell components during the final battle. Overall, as a very experienced DM, I thought the module was superb, and all the players were very happy to have played it in the end. The item was awarded to the halfling rogue as he landed the final killing blow (plus he had the fewest items, having sacrificed one earlier in the module, which ironically would have been a huge boon in the final battle). Again, inexperienced DMs might find it a bit daunting to run, but with some patience and prep, it is an EXTREMELY satisfying module for players and DMs, alike! Excellent work, Dan Dillon!



Rating:
[5 of 5 Stars!]
DDAL07-09 Unusual Opposition (5e)
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DDAL06-01 A Thousand Tiny Deaths (5e)
Publisher: Wizards of the Coast
by Mitchell S. [Verified Purchaser]
Date Added: 08/04/2017 14:59:52

I have been a DM for 30+ years, and as modules go, this is one of the best, balanced modules I have ran, with regards to pacing, challenge, and fun! I would definitely suggest running the TYP mod the Sunless Citadel (either the HC or DDIA06, they are both the same), however, before running this module for a complete party of 1st level characters, as the mod is optimized for five characters of 3rd level. It is designed as a segway into the Forge of Fury module from the TYP HC, and does a great job of bridging the gap between the Sunless Citadel and the Forge of Fury, if you are running the TYP HC straight through. Without giving away any spoilers (as far as stats and plot) the inventors, as a mob, can be a very tough, but an extremely fun challenge for your players, if played correctly. A Thousand Tiny Deaths gives very decent XP, gold, and treasure, especially for a 2 hour module (if you are on time constraints at your FLGS and running organized AL events). I would definitely rate this as one of the best AL modules to date!



Rating:
[5 of 5 Stars!]
DDAL06-01 A Thousand Tiny Deaths (5e)
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