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The S'rulyan Vault II
von Eric F.
Verlag: Kort'thalis Publishing
Hinzugefügt am: 07/20/2017 19:08:58
The S'rulyan Vault II "Like the first S'rulyan Vault, this is two extremely high-resolution dungeon maps in both old school blue/white and bloody parchment hue. The dungeon is huge and contains a variety of cavern and traditional room/corridor areas... along with special icons." Well, the S'rulyan Vault II is a bit more then that & a bit more. So what is the The S'rulyan Vault II? Well according to its Kickstarter; "The S'rulyan Vault II is more of the same... but different. Obviously, there will be a totally new dungeon layout with lots of interesting things going on. The files can be printed off so you've got one massive map or four quadrants in order to easily mix and match them with each other and the previous S'rulyan Vault." Its giant mix & match dungeon map & DYI kit with Venger Satanis's guile & attitude which is clearly outline about The S'rulyan Vault II introduction; "Delving into dungeons can be the most rewarding roleplaying experience there is. It's the perfect environment for adventu...

Wertung:
[5 von 5 Sternen!]
Unorthodox Monsters: Goblins
von Marshall B.
Verlag: The Le Games
Hinzugefügt am: 07/20/2017 16:33:52
Unorthodox Monsters: Goblins The good: Lots of interesting variations on goblins without having to memorize 12 new stat blocks. Very much a good way to spice up a common monster without havign to re-invent the wheel. Or in this case, the wheel with lots of teeth that eventually explodes. The less good: Some of the restrictions are a little hacky (for instance, there's an exploding goblin that can only be ignited by a particular other version of goblin, which given that the explosive is mundane, seems a strange restriction). One or two of the goblin kin seem like they've got enough difference to warrant a XP recalculation, but don't get one; I haven't done the crunch on this to verify, so I could be wrong on that point. Special mention: The artwork is outstanding and justifies the price of the download as much as the content. Overall: This is a great bit of inspirational work. Nothing too mind blowing, but lots of solid "Huh... that's pretty cool". Influences are transparent, if not outright stated, but...

Wertung:
[4 von 5 Sternen!]
Wormskin Issue 6
von Thomas Z.
Verlag: Necrotic Gnome Productions
Hinzugefügt am: 07/20/2017 15:32:49
Wormskin Issue 6 Esoteric, whimsical, malevolent, hallucinogenic and funny, Wormskin is a delight of 1980s fanzine goodness delivered in the 17th century. I especially enjoyed the brews and inns of Prigwort and the unseasons.

Wertung:
[5 von 5 Sternen!]
Blood and Bone
von ms s.
Verlag: Arcana Games
Hinzugefügt am: 07/20/2017 15:20:46
Blood and Bone It looks great! I particularly like the character creation segment on beliefs and complications--would be a good model for creating complex characters for any kind of story!

Wertung:
[4 von 5 Sternen!]
The S'rulyan Vault II
von Frits K.
Verlag: Kort'thalis Publishing
Hinzugefügt am: 07/20/2017 13:00:07
The S'rulyan Vault II It contains what it says on the tin, an old style blue map, a parchment style map and a pdf with tables. The edges of the dungeon match up with the previous installment for those of us who want a humongous map. The map is mostly 2D with some possiblities (portals and other indeterminate symbols) to get from one side of the map to the other. There are caverns, regular rooms (some unreachable) and even some tentacles. No pirates or ninjas though. The parchment version is beautiful and a good source for handouts to players (possibly torn up in pieces). The blue map is a bit more plain which is good as the DM will want to add his/her own annotations/legend. The pdf is simply a collection of useful tables which should provide you inspiration. As this map has no official theme or associated adventure you will need to put in some work, but considering its size (and depending a bit on how many surprises you sprinkle around) your friends should get at leasts several nights of enjoym...

Wertung:
[5 von 5 Sternen!]
DDAL05-07 Chelimber's Descent (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 12:21:20
DDAL05-07 Chelimber's Descent (5e) A nice 'change of pace' adventure that doesn't rely on the PCs being powerful combat-monsters to succeed. To the contrary, a party of optimized combat characters who tend to ignore puzzles and traps are going to have difficulty with this module, as the challenge it presents is one they're not the best suited to tackle. And that's fine! Different modules should be able to challenge different types of players, and an adventure that makes your best puzzle-solving player (who perhaps has a bit more knowledge of the Forgotten Realms from earlier editions than is usually strictly useful in the current edition) feel like the session MVP is good and to be encouraged in the Organized Play campaign. One recommended tweak: instead of 'resistance 3' and 'resistance 5', which aren't strictly meaningful Fifth Edition D&D expressions of resistance, use 'gains resistance against the next source of that damage type' and 'gains resistance against that damage type for the remainder of the adventure...

Wertung:
[4 von 5 Sternen!]
DG1: Secrets in the Dark
von Bob S.
Verlag: Dan Hass Endeavors
Hinzugefügt am: 07/20/2017 12:03:55
DG1: Secrets in the Dark There are many things to like about this adventure. First, it is easily portable to any setting. It "launches" the Dimgaard campaign, but I've placed in Faerun. Also, it has appropriate opportunities for the DM to place treasure of his desire, but doesn't foist any treasure down the DM's throat.

Wertung:
[5 von 5 Sternen!]
DG1: Secrets in the Dark
von Balthial B.
Verlag: Dan Hass Endeavors
Hinzugefügt am: 07/20/2017 12:01:02
DG1: Secrets in the Dark Excellent adventure that stands the test of time. I've run it several times over the past couple years.

Wertung:
[5 von 5 Sternen!]
DDAL04-14 The Darklord (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:57:24
DDAL04-14 The Darklord (5e) The Darklord tries hard to be a suitably epic finish to the Season Four storyline: the party begins surrounded by all the NPCs who have survived the previous adventures (and maybe even one or two who didn't, if the DM isn't careful), and is quickly joined by the PCs main frenemy during the season, Jeny Greenteeth. An NPC even dies in the first encounter as a way of setting the stakes suitably high. The villain's fortress contains brutal traps and tricky encounters, and the final battle with the Big Bad is suitably epic-feeling and dangerous, especially if you replace the Disintegrate spell on her spell list with Mass Suggestion. Yet the things that came before to set up this adventure don't really set it up in a way that makes it feel epic -- instead, it feels inevitable, as if the PCs were going to get here no matter how well or poorly they handled their previous assignments. And the aftermath of the battle makes it plain that the campaign doesn't want to punish the PCs too badly i...

Wertung:
[3 von 5 Sternen!]
DDAL04-13 The Horseman (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:42:52
DDAL04-13 The Horseman (5e) The Horseman very much wants to be a dark, atmospheric treatise on the nature of obsession and love, and to present a tragic tale of a talented yet homely antagonist rejected by the more potent evil he adores. Unfortunately, the adventure also serves as the info-dump for the metaplot in preparation for the final adventure in the series, The Darklord, and since this happens right up front, the sense of fatigue and irritation that this will likely install in your players will color the entire adventure. Begin with the knowledge that the events of the previous adventures were irrelevant -- in The Raven, the party races against a 'ticking clock' to rescue the seer Sybil Rasia, yet regardless of their success, Sybil begins this adventure with the party, and even manages to bear the plot-significant object from The Artifact if, for some reason, the party either hasn't played the adventure or has somehow misplaced the MacGuffin. The party is informed that the adventure's antagonist is o...

Wertung:
[3 von 5 Sternen!]
DDAL04-12 The Raven (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:28:00
DDAL04-12 The Raven (5e) The Raven is a workable, workmanlike adventure, featuring a search-and-rescue mission with a 'hunters become the hunted' wrinkle thrown in early to change up the pace. Unfortunately, a number of odd decisions made in designing this adventure rob it of much of its impact. For example, the party begins with the knowledge of a 'ticking clock' that they have to outrace to get to their objective, yet only parties who completely ignore the clock will likely ever be impacted by it, as the adventure actually provides more than sufficient time for even a cautious party to reach their objective in time. (A DM can be forgiven for not realizing this sooner, as the travel time table that would point this out is referenced but not included in the adventure itself.) A treasure award given by the main quest giver is done in such a way as to be a meaningless detail. Most disappointing is the return of significant editing issues that seemed resolved in the previous modules -- one such is that the lyc...

Wertung:
[2 von 5 Sternen!]
DDAL04-11 The Donjon (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:19:34
DDAL04-11 The Donjon (5e) There are a lot of things about this module that simply seem 'wrong'. Start with the bad guys, another round of orcs and yuan-ti in an environment where both creatures are unfortunately out of place. (It's particularly jarring here, since the McGuffin of the adventure could just as easily have been grabbed by a tribe of werewolves, which would be perfectly in keeping with a Ravenloft sensibility as well as an appropriate challenge for tier 2 characters.) Add that the adventure is highly modular, seemingly to allow for maximal replayability, in an adventuring season where the mechanics of the campaign (specifically the 'trapped in Barovia' mechanic) discourage replay. Finish with the realization that there are no site maps in this adventure, and few maps of any kind other than simple dungeon corridors for use in the final section of the adventure; if you're normally a 'maps and minis' DM, this is a good module to use to claim your 'Off the Grid' DM Quest by going with a 'theater of the ...

Wertung:
[2 von 5 Sternen!]
DDAL05-12 Bad Business in Parnast (5e)
von Remington A.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:16:34
DDAL05-12 Bad Business in Parnast (5e) A pretty fun adventure, with some unique role playing and challenging combat. I like all the different ways that each situation throughout the adventure can go down, based on where the adventurers are. The organization of the PDF is a bit strange, but not too bad to deal with. Similar to A Thousand Tiny Deaths, at least from my experience this adventure is difficult to run in just 2 hours. A fun one, but expect to either keep the characters going at a solid pace or set some extra time aside.

Wertung:
[4 von 5 Sternen!]
DDAL04-10 The Artifact (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:09:50
DDAL04-10 The Artifact (5e) This adventure takes a number of risks and pulls most of them off -- it starts out looking like a traditional dungeon crawl, for instance, complete with a very controversial encounter with a creature capable of removing PCs from the campaign permanently, then quickly shifts gears into a murder mystery before concluding with the traditional big fight. The problem with the adventure is that the reasons why the adventurers are here don't make any sense -- why would the campaign's villain order her catspaw to bring the PCs here where they can recover the only thing capable of defeating her plan? Or if, conversely, the catspaw brought the PCs here of his own accord to try to gain leverage over his mistress, why attack the PCs rather than simply claim the object and quietly return to Orasnou? These flaws provide a jarring counterpoint to an otherwise interesting adventure, and make the adventure less interesting in retrospect than it will be during play. It's still worth playing, just be ...

Wertung:
[3 von 5 Sternen!]
DDAL04-09 The Tempter (5e)
von David W.
Verlag: Wizards of the Coast
Hinzugefügt am: 07/20/2017 11:01:59
DDAL04-09 The Tempter (5e) A solid, atmospheric module from a veteran Organized Play adventure writer. The module even avoids the now-traditional editing problems that seem to plague AL modules in general and Season Four in particular. It's a two hour module that can run much longer if the DM and players 'get into' the setting (a house and family with a secret a la Fall of the House of Usher or similar Gothic tales), and it leaves the players making hard decisions, both in combat and out of it. The only real flaw in the adventure is that it is so self-contained that it has minimal connections (and basically no impact) on the overarching Season Four storyline; if it were a lesser module, it could be skipped without hurting the players' understanding of the main metaplot at all. As it stands, though, this module is one of the reasons to run Season Four; don't skip it!...

Wertung:
[5 von 5 Sternen!]
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