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Ran this when I needed a one-on-one adventure at short notice, and it was a lot of fun! All the info you need in a compact format. The only thing I wish it included was a blank version of the harbor illustration that I could have shown to the player.
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Quest to track down a person who charmed the Count's daughter at a masquerade ball. Good concept, and a number of possible avenues of exploration gives replay value. However the execution could be better: encounters could be more varied; perhaps there should be a physical clue; more complications would be welcome, such as magical deception. Including a map suggests this could have been written as more of an exploration (via clues and player choices).
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At 26 pages, 25 are the content.
2 pages are maps (24 & 25), and page 26 are 2 pictures.
The adventure/scenario appears quite good for starting adventurers.
I have noticed some 'typos' throughout (also some monster stats).
As stated by others, the maps could have been improved by being 'reworked/rescanned at a higher resolution'.
I was surprised there were no page numbers.
Also, what if one the players drank the water?
Altogether quite good.
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This is a nice little starting adventure with a cave complex and some outdoor locations. There are opportunities for DMs to add detail where desired, but it could be run as is. I would've liked it even more if there was an encounter table and a detailed village map and would recommend a DM have a few low-level outdoor encounters prepared in addition to the adventure. This is one of my favourite Filbar products and it should be noted that they are very generous with their products, offering many completely free of charge. I'm happy to recommend this.
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Filbar's mini-adventure, Grave Robbing, is one of the best campaign starts I've seen. It is for one player, which works well with our game as we've got a new player starting. I intend to run this one-on-one adventure with them alone first, to give them a memorable start. One thing that's really cool is that it's an outdoor adventure, is believable and easily tailored to a campaign. My new player's character will be an escaped slave, which explains why he doesn't have any equipment. Given that it's free, I'd highly recommend any DM pick this up. I'm using a map that looks like a Skyrim treasure map with it and if it had a little outdoor map that came with it, I'd give it 5 stars!
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This is not a module, it's a story. It prescribes the player's actions for them. Even worse, the module also punishes players for succeeding on skill checks.
I actually hoped I could use this module to flesh out a bathhouse in my game, but despite presenting itself as a murder investigation it doesn't have any kind of NPC description regarding the bathhouse's guests.
At least it's free.
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I used this as a one shot when two players cancelled unexpectantly. It was balanced for it's intention, vague enough to work into any campaign. The only thing I would change is that it is a manor with an entrance that goes downstairs after three tiny rooms. If I run it again, I will remove the stairs and replace with a CR1 monster or a trap.
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Good premise for a one to one adventure; execution could be more concise. Map seems to be linear with branches, and you can avoid the branches.
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There is no adventure or any sort of narrative. It seems like the author just picked the first 3 desert related monsters he could find in the CR3 - 4 range and had them attack the party with no explanation or opportunity to do anything else other than a straight up fight with zero tactical options. There is no explanation for the monolith or even possible adventure hooks for it. The author mentions the possibility of falling rocks several times, but strangely does not include it as an actual possible encounter. Also, a relatively minor flaw, but one of the monsters presented does not exist in 5e. Although the statblock is printed, there is nothing about the lore or even a description of what it looks like other than having tentacles.
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Note that this is a pure railroad. The interactiing elements of hex D is evocative. The layout of the pdf is good. You can play this as a solo adventure without DM while reading it for the first time. Zero prep required. 2 pages. It seems ideal for a quick game.
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Creator Reply: |
All OP offerings are railroads. It is five encounters in a single page. Thanks for the review! |
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I used this as a exactly what it was meant to be, a quick little adventure into the wilds where the player encounters an abandoned tower. While I altered enemies present at the tower and changed the layout, I found it to be an excellent basis from which to make a nice side-quest that can be dropped anywhere in a campaign. The tower design and enemy placements are good in my opinion.
For critique on the solo-module I'd say that it would be nice to have a slightly expanded options for wilderness encounters. While the adventure does contain a couple, I'd much rather have a just a little more of that for the DM to pick from what they want to throw onto the player's path. Still that is easy enough to do for a DM on the fly. Second point is that I've noticed the FS series almost always has a town attached to the adventure. While it is nice that it gives plentiful towns and thorps to use in games, I do think they are kind of wasted, the modules can be run out of a singular village instead where the DM bases the campaign.
Overall I still like this adventure quite a bit. It has everything a DM needs for a couple of hours of fun for the DM and an intrepid adventurer. However, if the pages used to describe the town could be harnessed to further expand the wilderness or tower sections, it'd be worth six stars.
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A nice adaption of The Hunchback of Notre Dame for 1 player.
I plan to use it as a screening/introduction adventure for future players who are interested in my gaming style, my home-developped rules and world.
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Creator Reply: |
Thank you, we are thrilled you enjoyed it!! |
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Recently I soloed my way through this one page adventure for Fifth Edition D&D. The RPG system I used was Picture This!. It is available at DriveThruRPG. It is only one page of rules so you do need to fill in the "holes" (example - no stats on a devil). I had better explain more about Picture This! The rules state that you download five images for your phone which become spells. I am not a "phone" guy. I am old school. So, I used five random Magic the Gathering cards which had a mana cost of three or less. This worked great! I have decided that the character levels in the game will at least be one to twenty, so I now have to come up with the rules for character advancement . . . I used the solo engine that I have been testing out so that I could solo my way through this. My fire wizard used Pestilent Haze to avoid a missile attack, he used Molten Blast for his missile attack, he sent demon number one at the monster (the demon fell off the tower), and then demon number two. They grappled and then both of them fell off the tower to their deaths. My wizard even explored the basement of the tower (he got sick down there and had to go to a healer). So, this is a fun two hour adventure.
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Creator Reply: |
Thank you very much for the review, we are thrilled you enjoyed it! |
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I ran this with minor cosmetic modifications to suit my game and two players instead of one.
Thematically I quite enjoyed the adventure. A kidnapping, a search for the hidden lair and then the rescue, a classic set up. The story is easily transferrable between settings and locations. While I used the original swamp idea, I could see it being adapted easily enough with tweaks to the random encounter table. The hexmap exploration is an interesting aspect, however I ended up skipping it due to not wanting to hand out a map of the area to the players just yet and handling it without one would be difficult. Instead it was easy enough to give them a heading, roll up a couple of random encounters on the way and then set them at the hideout itself. And this makes it an easily adaptable, as you can alter things without losing the idea of the adventure.
The dungeon itself was nice, in my opinion. Perhaps a little too small for my two player party, but there is always an option to add extra rooms if needed. The base design, however, was solid and should prove enough for a lone character who has just survived the trek through the swamp. As for the enemies, I found that it offers a very similiar feel to FS1 Fortitude Dungeon when it comes to the encounters beyond the primary antagonists of the adventure and a player who had played that one did ask if this was from the same designer midplay. However, the primary antagonists feel a little too dangerous for a solo character to face against. Not only do they have a good chunk of hit points to spare, but there is also the threat of them being able to take out a non-warrior character out in one strike. While there are certainly room for clever players to maneuver into advantageous situations, the relatively high armor class and hit points make it a bit more of a dice game than is comfortable for level 1 characters.
Despite that, I found myself enjoying reading through the adventure and running it. It offers a fun, short dungeon crawl for a quicker session, especially if you forgo the exploration aspect. I would say that the adventure itself should provide a good 5-8 hours of fun in a fantasy world, depending on how swiftly the player(s) act. Overall a good, if challenging, module in the FS-series. Certainly a favourite that I will gladly reuse again at a later date.
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Creator Reply: |
Thank you very much we are glad you enjoyed it! Excellent job on the modifications as well :) |
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This two page adventure is for D&D Fifth edition, but I used Feline Dream-O-Naughts. To solo it I used a solo engine that I have been testing out. I used four cats which were in the dream of a man. In this adventure, the questing man did a bit of walking, talking, and carrying things for the cats. He was a bit confused (the cats were talking after all). On day one they picked up a quest from Farmer John. He wanted a fox to be killed. The questing man built a fox trap with the help of the cats. The trap caught Grump Cat. They released him. On the second day, this same trap caught a two pound rat. They killed it and they then discarded this quest. On the third day they encountered an invisible wall across the road. They climbed trees to get over it. Later, they received a quest and food from Farmer Endle. Next, they encountered a young wolf. They bribed it with food and made a pet out of it. During the last half of the adventure they had to fight two rats, two stirges, and the big climax was the battle with the dire rat. It did kill Chonk the Cat. This was a fun adventure. Give it a try!
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Creator Reply: |
LOL we love that take on it and are thrilled you enjoyed it! |
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