I have. I ran The Secret of Skyhold Tower with a group a bit over a year ago, as one of several short modules run between Lost Mines Of Phandelver and Tomb Of Annihilation. I am running The Lich-Queen's Begotten right now with the same group. I've also read a couple others, but didn't feel they worked for my campaign.
I think "one-shot" and "sandbox" are kind of at odds with each other, at least by my definition. One-shots almost by definition are usually going to be pretty directed and straightforward. Like most DM's Guild material, these are pretty close to "one shot" (my slow group tends to take longer), not so much "sandbox."
DM's Guild hosts reviews and I don't know what good another internet rando's thumbs up will do for you, but I dig what I've read. MT Black's adventures (at least the ones I've read) do feel like they are more magic- and technology-rich than many, with "clockworks" and potent magic and illithid/githyanki ships appearing, so consider whether that works for you; I've treated what happens in them as unusually spectacular events in the adventurer's careers. They can also carry far-reaching repercussions if you want them to: are you ready to give tier 2 adventurers a flying tower that provides free meals? Are you ready for them to make potentially powerful friends or enemies? So although they aren't too tough to prep and run, they do require some thought to how they fit into your larger campaign.
Of course, once you are spoiled by DnDBeyond's hyperlinking, anything unofficial feels like a little step back. But that's going to be universal.
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Any one use modules created by MT Black? Any opinion to offer?
Looking for one-shot, sandbox modules to throw into Forgotten Realms campaign to augment WotC adventures.
Posted this on DMs Guild Forum and Home Brew Forums as well. Not getting response on DMs Guild Forum, where I thought it belonged.
Gray Mouser
I have. I ran The Secret of Skyhold Tower with a group a bit over a year ago, as one of several short modules run between Lost Mines Of Phandelver and Tomb Of Annihilation. I am running The Lich-Queen's Begotten right now with the same group. I've also read a couple others, but didn't feel they worked for my campaign.
I think "one-shot" and "sandbox" are kind of at odds with each other, at least by my definition. One-shots almost by definition are usually going to be pretty directed and straightforward. Like most DM's Guild material, these are pretty close to "one shot" (my slow group tends to take longer), not so much "sandbox."
DM's Guild hosts reviews and I don't know what good another internet rando's thumbs up will do for you, but I dig what I've read. MT Black's adventures (at least the ones I've read) do feel like they are more magic- and technology-rich than many, with "clockworks" and potent magic and illithid/githyanki ships appearing, so consider whether that works for you; I've treated what happens in them as unusually spectacular events in the adventurer's careers. They can also carry far-reaching repercussions if you want them to: are you ready to give tier 2 adventurers a flying tower that provides free meals? Are you ready for them to make potentially powerful friends or enemies? So although they aren't too tough to prep and run, they do require some thought to how they fit into your larger campaign.
Of course, once you are spoiled by DnDBeyond's hyperlinking, anything unofficial feels like a little step back. But that's going to be universal.