At a glance, you have a fantastic collection of 21 adventures in this anthology of Tier 4 Adventures. I've only managed to run 5 of them at this point, but I feel I need to give a review now. Some of the adventures do have maps provided while others do not, there will be various levels of prep work needed to run the individual adventures.
If you're doing Table Top and Theater of the Mind, maps are likely not necessary. However I find sometimes you do need them with certain groups and players.
1 - Winter's Mourning - It helps to have information on Icewind Dale and Rime of the Frost Maiden for maps to flesh it out. Notably for the town of Caer Konig, a mountain pass map, a Shrine & Grave site, Caves of Hunger and Necropolis of Ythryn. The rest of the adventure is pretty straight forward and the players had fun playing it. I rewrote Auril's Boon so it's resistance instead of immunity to Cold.
6 - Bonds, Wasted Away - I grapped a map for the ruins of Conyberry to use, a few maps for out in the Astral Plane or Seas and final area. The Gargantuan aberration that shows up, the party found themselves teleporting out there as it is crazy powerful.
7 - The Wounds Once Made - There is no image for the Chronophages, so I ended up grabbing the Langolieers from the book/miniseries of the same name. I pulled Lolth's Throne Map from the Demonweb Pits and a few maps of that area as the party goes to meet with her and learns the quest/task. ZZ Cats playing Doubleback for one of the big fights, players loved it.
13 - I Know Her Name - Make sure to find maps to help flesh this out, the players enjoyed it though they didn't seem to understand the importance of protecting Jai and helping her out.
15 - No Sanctuary Except Ourselves - The one I found to be the most frustrating. The beginning of this adventure starts out great. I rewrote Leira's Boon as a Charm. The middle section is where it breaks down for me. One battlemap is provided for a Hex Crawl, but you will still need to take and break it down further into subsections with a total of seven areas. A minimum 4 encounters in each area. If it was just one segment, this would be better. IF played as written, there's too much repetition with enemies that are too weak and players getting bored. Yes, not everything is combat for the encounters, but it gets repetitive. Adding insult to injury is that many of the creatures for the random encounters are far too weak for a 4th tier party. In theory, everything is there, put to play, it is lacking. After the 4th session with this adventure and we've only cleared 2 god isles, I'm just running everyone to the end, narrating quickly the memory storms and encounters straight to the end. Once the final fight is had, the ending is fairly smooth and works out.
I'll update this review as I get to the other adventures, but this one, "No Santuary Except Ourselves," I find problematic. For Grady who is likely to read this, do please keep writing, the promise is there, the execution not so much.
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