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Used this map in several scales. Can't seem to download it again, but it was an excellent resource for replaying Season 1.
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Never ended up using these deckplans with Starfinder, just Traveller and d6, but I did download them.
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Season's over, but this was a strange season. Too many things to track
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Used this in the old D&D module, Lost Treasure, as the ship the characters crashed in. Used it for a couple of Adventure League modules. It's a great set of maps for a fantasy setting. Arrange them right, print the middle page twice, you can get a lot of vessel layouts with these.
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I would have liked to have had more decks, but this is a pretty single one.
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Amazing detail on the maps. This was a fun addition to a great romp, the interior of the town hall alone was worth the price, but the whole town was excellently crafted.
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We had a lot of fun in Tinhammer Falls. It's a Wild West mining town in the mountains on the border of Thar and Anauroch. Great characters and fun baddies.
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I've run this twice, and it was a good beginning for new players. A part of an extended storyline that gets better as it goes. This is just Chapter 1, really.
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By no standard method of printing does this come out a booklet. I've tried a few printings now, with the six different .pdfs you get in this pack, and the pages are in random order with no worthwhile instruction for folding into an organized booklet.
EDIT: I am updating my review from 2 stars to 4, as this worked perfectly on a different printer. 'Booklet' printing, which this requires, is often finicky and my home machine couldn't figure it out. However the local library's big Canon processed it no problem. Still removing a star, as some sort of printing instructions should have been included. Also, I still can't get the 'home-print' version to work at home.
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Creator Reply: |
I can help with that!
Have edited the printing instructions in the description to (hopefully!) be a bit clearer and added them in a readme-printing-instructions.txt file along with the other downloads.
Will investigate the home print PDF later and update as necessary—the pages should have been ordered as if you were printing using 'booklet' printing to then fold and trim so not sure what's happening there.
Thanks very much for your review and feedback! |
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Summary: Good non-linear road-trip adventure, poor A.L. module, needed more dolls.
The Donjon is essentially a road trip story which attempts to give players choices on which routes they take. There are over forty well-thought out encounters in the book, ranging from exploration to combat to roleplay. The most creative by far involved the creative use of undead body-parts. The concept here is to allow for re-playability and to give players real choices. It's an attempt to make the road trip story interesting. There IS a combat at the end which is well designed and challenging, engaging for both players and DM.
The problem with the execution is that much of the roleplay is needed for the story, so the real choice is rather limited without running a real long adventure. There are a lot of details in the adventure that are great dungeon dressing, and many, many cool 'surprise' tidbits. My players used Stealth to evade the most creative combat encounter in the game, the dead body parts one, and I had to switch to the roleplay version to keep them from wondering why I threw in the scene at all.
There are several red-herring situations that leave the players unsatisfied, walking away from the table asking 'what was that all about'. In particular there are a bunch of strange statues that are mentioned throughout several scenes in the module that make the players want to get involved with them and rush through the preceding scenes only to find that they are little more than atmospherics that break immersion and make the players ask out-of character 'Why were those there?' 'No idea, mate, they just are.' If it hadn't been an A.L. game I would have left this scene out entirely, as it was little more than a frustration for the players. (What heroes don't rush towards screaming?) Another instance is a set of dolls that look strangely like the adventurers. I had them find two and every scene after they were all looking for their own 'merch.' No guys, there are only two of them in the module and six of you, sorry. The most successful trinket treasure... ever, and not enough to go around. Should have just kept throwing them in...
All in all, this was a road trip with a lot of 'Largest Ball of Dental Floss' and 'Overlook Point National Historic Nap Site' style attractions that would work real well in a non-Adventure League setting, where the DM could pick and chose ideas and develop them a little bit as many of these scream to be mini-adventures, but within the constraints of A.L. it isn't a real satisfying module. And the dolls... needed more dolls.
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First off, I only took a star away because this is NOT a four hour module... Expect to play over. That said, it's a heck of a ride. There is a great encounter featuring a Frankenstein's lab set-up that is just inspired.
My first look at this module made me think it was mostly a stealth mission, and both myself and the module designers were trying to sell that point pretty hard. But the party had seven members, a Paladin and a Barbarian, and everything died but the monks in two rooms that were bypassed. It was a brutal smash-fest right up to the end, where the last fight was pretty long due to the creative use of invisibility. The little hints on the big bad faction at the end were awesome, and the party was screaming 'I knew it!' by the end when it was revealed. The tension release when a certain teensy antagonist was skewered at distance with a crossbow bolt was palpable around the table.
A well-done adventure, although I think the stealth option originally designed would have been just as fun with a lower powered party. Lots of creative ideas to work with, and a well-written work.
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This module has a lot of content, which leads to significant re-playability. Unique puzzles and concepts, creative use of monster classics, and it imparts some fun Forgotten Realms lore along the way
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This is a great mystery adventure, with some unique content and makes good use of the city of Phlan. It could easily be a Hercule Poirot, Magnum P.I., or Scooby Doo style episode depending on how you spin it. I round that it took about 5.5 hours to run, but one of our adventurer's was 7, so that may have contributed to the confusion. One the plus side, he loved it. Oh, and also, the use of the two theives guilds in town is a good way to throw in a bit of 1930's gangster action.
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This is an awesome low level adventure for people new to Dungeons and Dragons. It contains some investigation, some fighting, a bit of problem solving, and all packed into a small, well written mod with an unusual but fun magic item to unlock if you play in Adventurer's League. If you don't, you'll like the item even more because you'll be able to collect it immediately. The fact that this is the begining of a quest chain that has a pretty good second module, and an awesome third module in it is only a bonus, as this module stands on it's own.
While an excellent Adventurer's League module, this is an even better home-game module. Definitely worth the purchase.
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