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Princes of the Apocalypse (Dungeons & Dragons Accessories) Hardcover – 7 Apr 2015

4.5 out of 5 stars 24 customer reviews

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Product details

  • Hardcover: 256 pages
  • Publisher: Wizards of the Coast (7 April 2015)
  • Language: English
  • ISBN-10: 0786965789
  • ISBN-13: 978-0786965786
  • Product Dimensions: 21.7 x 1.9 x 28.3 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (24 customer reviews)
  • Amazon Bestsellers Rank: 13,168 in Books (See Top 100 in Books)
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Customer Reviews

4.5 out of 5 stars
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Top Customer Reviews

Format: Hardcover Verified Purchase
I'm an older D&D player newly adjusting to the 5th version of the game and this is the first module that I've run for it. I love it. The adventure is full of detail and deserves a good read through before running. It can be run as full of roleplaying, as every NPC gets at least a couple of lines of characterisation and motivation, or as a hackathon with each encounter being run for the xp and the combat variations. The plot is simple but well structured, and the events and encounters escalate as the characters level up. Players are not railroaded and have the opportunity to discover, investigate and choose their battles.
Complaints are minor: A couple of typos. A lack of page number cross references, and one plot hole (Some NPC kids apparently gather berries from a location over a day's walk away through monster infested wildlands. They breed 'em tough in Red Larch!). Just enough to prevent this from getting a full five stars. But otherwise excellent
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Format: Hardcover
‘Abolish an ancient evil threatening devastation in this adventure for the world’s greatest roleplaying game!

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.’

That adventurer synopsis from the WotC website is all I’m going to say about the details of the plot – it’s difficult to review an adventure for two reasons; the first is because of spoilers for the entire gaming group, and the second is that many groups approach adventures in many different ways so the playstyle may reflect enjoyment. That second reason is purely opinion and can’t be measured, but remains an issue when going over a product such as this. All I can do is tell you what me and my group got out of it.

There was one phrase that echoed around my gaming group by the end of this campaign - ‘There’s so many dungeons!’ Indeed; if the Tyranny of Dragons campaign reflected the Dragons of the D&D hobby, then this campaign certainly reflects the Dungeons half of it.

But let’s not get ahead of myself. This D&D campaign for characters of level 1-15 is another instalment in the very small and slow to release product line of 5th Edition.
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Format: Hardcover
This is a great book, with enough adventure inside to keep your players busy for months. Unlike a lot of published adventures, there's a great sandbox-style structure to the story. It won't lead your PCs by the nose; instead, it lays out a whole region, with several core sites to be explored as the players uncover the terrible cults doing the work of a great interdimensional evil.

There are several solid dungeons to delve (obviously!). They're all exceptionally well designed (and could be easily lifted to use in your own game worlds, if you fancy). There are also a number of varied side-adventures, from running an inn to fending off orc raiders and exploring ancient tombs. The variety is staggering, but everything is neatly tied into the overarching big plot. It's quite astonishing, actually, just how much content they've managed to cram in.

Fair warning: from a DM's point of view, you'll have to stay on your toes as you play. Since the PCs can go anywhere and do anything at any time, you need to be very familiar with the content of the book, so that you know how to deal with whatever the PCs do. But that's another strength of the adventure - nothing is set in stone, everything the PCs do has an effect, and by the end of it, your players will truly feel like heroes.
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Format: Hardcover Verified Purchase
PROS
Excellent presentation with fantastic artwork.

Well thought out and fleshed out adventure. You are getting more than just a dungeon - there are factions, side treks, settlements, key individuals, new monsters, spells, items, convincing detailed background etc.

Balance between hack and slash and roleplay (not to everyone's taste).

CONS
The 'high level' sections appear to be very underpowered, with monsters of low challenge ratings (1/8, 1/2, 2 or 3). I will have to beef up these encounters which is not something I feel I should have to do. There are however what appear to be a few very nasty encounters in some places if the party are not careful.

There is no index and it is hard to navigate around the book. Key maps are in with the text and can be tricky to find quickly. Some of the the locations in the valley setting are described not in one place but in different sections.

The adventure needs something more substantial to drive the party's desire to get involved with the elemental cults, rather than just investigating why a Dwarven delegation has disappeared. There are some faction hooks but I am not too keen on the idea that each party member has to be part of a 'club'. You might want to consider developing a stronger hook, eg revenge, reward etc.

I got this half price from Amazon. Although the production is good, the full value of £33.99 is overpriced.

OVERALL: recommended. I am very much enjoying running this so far.
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