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Cool, but limiting.
It is obvious a lot of thought and work went into this and it is well presented. However, I find it limiting - fighters, rogues and maybe a barbarian or sorcerer? Oh, and you can only be a human. That would be a tough sell to most groups and downright impossible at my table.
There are a number of things I will be able to use and build from though.
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It is a fun, light-hearted adventure which can easily be incorporated into another scenario as a side quest. However it could really benefit from some extra editing. While the typos were easy to overlook, poor grammar and sentence structure had me reading and re-reading some sections to try and figure out the author's intent.
All in all, it is still fun and original with some unique encounters. Considering the price, I can't object too strongly, but I would hope to see a more polished product before I am willing to pay.
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Great starter set of adventures! These 3 adventures were very easy to run 'out of the box,' and easy on some new players I had.
If you are a DM who likes to tinker and make published adventures your own, there's lots of room for that as well.
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My wife ran this as a one shot for my birthday. I can only speak as a player, but it was straightforward and enjoyable. She is not an experienced DM and said she chose this because it was well laid out and left her with very little prep work other than reading the adventure.
As a player, I highly recommend!
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I bought this in anticipation of running it when my group get to an appropriate level. Some of my players are relatively new, so the thought of dropping the greater multiverse & mind flayers on them makes me more than a little giddy.
This is not the first title I have purchased by this author and likely will not be the last. I hope to update the review when I get a chance to run through it.
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I like it! Its a short, easy to understand and easy to implement supplement. Few of my players (currently none) use shields, but that doesn't mean that my NPCs and villains can't start using shields the way you've laid out.
Looking forward to seeing what the 'Fear Compatibility' section looks like. Gave it 4 stars in anticipation of the final product ;)
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Creator Reply: |
The "Feat" Compatibility you mean? Another reviewer asked me recently how I intended this material to work with 5th Edition's existing "Shield Master" feat. I did however run out of time to add it for this version.
I am glad you enjoy it, it's come a long way already since the initial draft haha. |
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In all honesty, I bought this product to pilfer ideas for a campaign idea I have for my group. However I always like having extra adventures lying around that I can run on a whim and this fits the bill nicely.
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I bought this on sale, which upped the rating some. It is good, but I am un-sure how much of it I will end up using in the long run. It certainly makes the transition from HotDQ to RoT better and not as dis-jointed.
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Sometimes I just want a 'plug and play' trap to drop into an encounter or dungeon. The DMG has a good list, but lacks variety. This product fills that void nicely.
I will actively look for other titles by 5MWD - they have become part of my 'go to' list when I am running a game.
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Very helpful quick reference, especially if you have shops that sell magic items in your campaign.
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I find the treasure tables in the DMG to be adequate, but lacking. I was about half way through rewriting my own treasure drop table when I discovered this. A more thorough job than I would have done!
Thanks.
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I like the portability of this adventure. While the author has the setting in the King's Forest in Cormyr, it can easily be placed in any patch of forest somewhat close to a trade route.
I do like that the author elected not to include any maps and I agree that it allows the DM to tailor the layout as he or she see fit. Unfortunately, it led to some confusion as to where things were. Is access to the Dungeon through the Keep? Are all the room descriptions (aside from the Tower and Chapel) in the Dungeon? Do I make this part up too? I repeatedly had to scour the adventure text to figure out where the runestones necessary to access the temple were located. It says that one is "hid in room X" instead of using the room name in the adventure.
For a free product, it is well done however the publisher could certainly benefit from an extra set eyes. A bit of extra editing would be beneficial.
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I really liked it, especially for a free adventure. A good romp for a bunch of new adventurers to get their feet wet. I would have liked a scale on the map, though if I go with standard assumptions - 1 square = 5' or 1 square = 10' - it doesn't change the adventure.
It would have been nice to have some direction should the party try to tail the Constable. Also, the description of the inn says that there are 20 people in the common room, but descriptions are only provided for 5. Improvising the others are easy enough, but how do the blacksmith, carpenter, hunters and trappers react to one another? How do they react to the adventurers?
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This looks like a lot of fun and I can't wait to torture my players with it! Well laid out, well written - I especially like how the monster stat blocks are presented as 'encounter blocks' leaving me enough room to track initiative & opponent HP on the same page.
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