Running Secrets Of Shirakawa Castle – DM Thoughts

Unfortunately, I wasn’t able to finish running the Secrets of Shirakawa Castle module this week, but instead I hope to have the second part of the review up next week. If you haven’t read the first part, the link to it is here.

This post isn’t a review, instead, it’s just a collection of quick thoughts on running the Secrets of Shirakawa Castle module before. The primary difference between this and review is that I view these more as areas where I screwed up running the module, and where doing things differently would have been more fun for the players. As such, this post is mostly intended for game masters intending to run the module. So without reading the actual module, this article may not be very useful for you.

The module itself can be bought here, on the DM’s guild.


1. Don’t be afraid to use Sei as part of the investigation.
-I’m always afraid of having NPC’s do too much in games. Its something I need to work on. With that said, the way I ran things, it was almost like he wasn’t there. If I were to do this again, I would try to make him a more active part of the game, especially if I was to run the module as few players as I did. Sei and their lore is a fairly key component to the module, and by downplaying them too much, I think I made things a lot more complex then they needed to be.


2. Actively monitor party resources.
Again, more on me then the module. I wasn’t paying a huge amount of attention to how much HP/Spells/etc my players had. The module isn’t a met grinder, but it is punishing, and with exhaustion and other mechanics in play, it can become very easy to accidentally overestimate how much more the party can take without a short rest.


3. Let the players know that they have options to really explore the castle.
This is honestly my biggest regret. I’m pretty sure it’s how I ran the module, but when collecting feedback at the end, many of my players said they felt railroaded. Here’s the thing: Secrets is very, very open ended. Every room in the castle has a description and something to find in it. There are servants to talk to, a bathhouse to visit, and a small garden and pond. Each of these also has clues and information about the cause of the Yokai infestation. Players really can just wander and explore. If I was to run the module again, I think I would do a short tour of the castle, then have the NPC’s tell the players they can inspect wherever they want, and leave them.

These were my big three take aways. I expect to finish running the module next weekend, and after that I’ll post my final review of it. Hopefully these notes help anyone who ends up deciding to send folks on an adventure of their own!

RPG Module Review: The Great Egg Scramble

Module NameThe Great Egg Scramble

AuthorsDylan Teal

System/Character Level – DND 5E/4 Level 5’s (I ran it with two level 7’s though)

Price – Pay what you want, $2 suggested. ( I had 2$ worth of fun running it, so I bought it afterward.)

I was going to write this post later, and play Minecraft instead, but because I was talked into playing modded Minecraft, my instance is still launching. Seriously, why does this require apparently recompiling my entire game each time I want to launch a mod pack? It’s insane.

So, DND Module Review time! Today I’m gonna talk about a fairly fun adventure I ran last week for two the folks in one of my DND groups, when one person was just dead sick, and one couldn’t make it.

Woo! So, where to start. I actually had a lot of fun running this, and I think folks had fun playing it. It’s a fairly straightforward adventure, with a few encounters, and some custom enemies. It has maps, which is, as always, appreciated. They’re not super beautiful by any means, but they are functional, and the fact that they’re actually included means it won’t be too hard to remake them in whatever software you prefer if you decide they aren’t up to your standards.

While overall I like the module, there were a few places that it did feel a bit weaker/less fleshed out. The first place is the Spring Festival itself. Despite it being a semi-large part of the story, there isn’t much detail in what is actually being sold, whose present, other little bits of flavor. The closest we get is a brief description in the intro, and a few lines about how the party can find most mundane goods they might want, but no magic items, and how they won’t be able to find a horse/cart. And that’s more or less the whole thing.

Second place is the second NPC the players encounter, Lupin. While Lupin is fairly central to the module in terms of driving it forward, the module mostly only contains info about what Lupin knows, and what might happen if the players are able to persuade him to talk. For the Townsmaster Lepus however, we get a full set of information, info about his personality, and also a few other little things that help roleplaying him. I personally would have liked to see Lupin get the same treatment, especially since he’s arguably the main roleplaying set piece of the adventure. (The bandits end up threatening you/fighting you, Townsmaster Lepus is generally pretty helpful. Lupin is really the only one where players really can either sway him to their side, or totally fail to do so. )

Outside of these two places however, I generally felt I had enough to work with in terms of tone and flavor for the adventure.

Here’s what I would do differently if I ran the module again:

  1. Flesh out the festival in advance. Create one or two stalls to visit, selling knick knacks and trinkets. At the same time, make it very clear that the NPC’s in town won’t be willing to part with their carts. (My players got hung up looking for a cart in town when a better way is to try to make a deal with Lupin.)
  2. Decide on Lupin’s personality beforehand, and force the players to lead the negotiations. In my game, I sorta decided that Lupin was a bit pissy with the bandits, and had him take the lead in negotiating with the players. I think for more experienced players, having to really talk him into a deal would be more fun, and reinforce his grumpy sort of personality.

Afterthought:

One small part of the module I’m not thrilled about is the killer rabbit at the end. I think this part fits in best if you run the adventure as a one-shot, and want to just kill some of the party members at the end as a joke. Otherwise, it’s not fantastic, because the party will have done about 4 four encounters by this point. (The Bandits, The Dire Hares, The Return Journey, and the Bad Egg.) Throwing the rabbit at them WILL kill someone especially because the rabbit’s decapitation means that any player it brings down to zero hit points gets their head popped off like a marshmallow.

Until the next time I think of something worth posting, cya, and stay safe folks.

Updated: 4/25/2020 – This article linked to the wrong module/author on the DMG. We confused it with the similarly named module, “The Great Egg Hunt.” The module that was played/reviewed/purchased was in fact, The Great Egg Scramble. The article has been updated to reflect this information.