Stygian Gambit : My players' party of 5 -- 2 rogues, 1 bard, 1gloom ranger, 1 genie warlock, all part of the Golden Vault -- almost breezed through the adventure; I love the theme and the effort put to detail the place and some of the games; we even did 1 round of real Three-Dragon Ante (finally got to used the cards I purchased years ago), but the heist itself was pretty easy: the tiefling character succeeded at getting hired as a guard, got the passes for the doors, and three of 5 PCs went to the vault with one disguised as the casino owner while the other 2 were participating in the tournament and distracting the real owner. We did finish our 1st 3-hour session on a cliffhanger: the 2 PCs entering the vault don't have the rod to control the minotaur (a staff in game, which the gnome carries with him at all time). So we'll see how it goes. But I was expecting a 6-hour adventure, and we'll probably be done with it quickly enough at the start of our next session. I added an imp companion to the gnome and a succubus sent by Mammon to recruit "souls" in the spa area. Fun times.
I don't agree with all yoir choices but I totally agree with #1. My players LOVED it and unanimously asked to do the entire book after. Also agree with #13, was very disapointed but I added some references to previous sessions and they seemed to enjoy
I inserted Prisoner 13 into my campaign where the players play double agents for 2 thieves guilds and I made Prisoner 13 the head of one of the guilds, so it worked great for me, but I did make significant changes.
Great review! Watched the entire video and it is super helpful. I have played the Murkmire museum heist and it was the Best! I do have a question for you and any other viewers about the worst on the list…Prisoner 13. Does anyone have recommendations or changes/additions that would make Prisoner 13 more interesting/fun? I want to run it for my family and I am brainstorming any changes to make it more exciting. My ideas: magical disease outbreak at prison speeds up the clock to complete the mission. Thanks for any advice!
I ran Revel's End in our Rime of the Frostmaiden campaign and went completely different, turning it into LV-426 from Aliens, with almost everyone inside dead and a bunch of kruthiks running around. They were chasing after a villain, who had gotten there earlier and freed a prisoner, then unleashed hell as they fled. Probably not exactly what you're looking for, but it was fun!
We played #1 and we bribed a Gala guest with door key passes because she was left out of the "secret private party upstairs". She distracted the guards. One of our PCs was a 9yo and she easily got around the guards unnoticed and throwing a fit about going to the potty. We humiliated the guards and confused them lol.
This was very helpful! I was honestly a little disappointed by Stygian Gambit. I think it would be a lot more interesting if you actually had a deck of 3 dragon ante. It isn't super investing at lower levels for me, but I could see this being interesting if the stakes are higher.
I’ve run the first five heists and these are alot of fun. I think you are incorrect about Prisoner 13, as it’s a lot of fun to run. I’ve run Prisoner 13, on Roll 20, four times and have a had a great time DMing it.
@@RogueWatson running the heists can be tricky, as they are not a typical D&D adventure. Not all groups will enjoy this style of game play, as there is much planning, and that’s OK. Be prepared for some players not liking this genre for an entire campaign. As the DM, when reading the adventures in the module, take notes, and just let players do stuff without rolling for every little action. And lastly, as is common place with Wizbro VTT publications, be prepared for a half assed end user. product There are missing battle maps and subpar red tokens with just some text instead of artwork.
So, do we think they released Prisoner 13 because of the movie tie-in, even though they must have known some of the other adventures were more exciting?
I’m going to run Clockwork Tockwork soon. How easy is it to run o r of these for a different level party than intended? Can I just switch out monsters? I am a rookie DM.
I haven't actually run any of these yet, but from my experience as a DM the best thing to do is add/subtract monsters to a fight, and/or increase/decrease HP. That should let you slide a few levels in either direction. A lot of balance also comes down to how experienced your players are, and how powerful are their PCs.