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Adventure: Leomund's Misplaced Manor |
Pay What You Want |
Average Rating:4.8 / 5 |
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This is my first ever adventure guide Im going to use. I am implementing it into my entirely homebrew campaign I have been running for a few months! Tomorrow is Halloween so Im gunna keep the spooky vibes and give them a themed session! I love the idea that they get their own house.
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Ran this as a one-shot when we didn't have quorum to play our main campaign. Completed this in about 3 hours with a party who takes quite a while to do everything. It likely would have taken longer if they took a different path and din't go straight to the BBEG. :) The party had a blast and it was a well written module (with maps!) that made it pretty easy to prep. Definitely recommend.
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This is a great adventure, and provides such a fantastic reward. Every party I run this for has been very chuffed to get the Mansion. And as a GM I like it because it reduces the fiddly stuff about buying rooms, and meals etc, plus it has built in hooks to other adventures.
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I ran this advenuture a while back as part of my ongoing campagin. It fit in quite nicely. I very much liked the idea of an extra-dimensional "home" for the characters, although they didn't end up keeping it (one of the NPCs in my campaign actually claimed it, as he had previously owned it and sent them to retrieve it). I especially enjoyed the flesh golem encounter--very creative and fun to play through!
I appreciated the clever title of the adventure, spinning off from the spell Leomund's Tiny Hut. Great way to bring in some classic D&D lore. It seems a natural progression for Leomund.
Great little adventure; my players enjoyed it and I found it quick, fun, and easy to slot into my campaign. Just what I needed!
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Great little one-shot (or two-shot, as it turned out for us). We tried it with a party of 3 (barbarian, wizard, cleric) and I would definitely recommend another character in the mix (as recommended by the author), as the boss fight was a struggle ... sounds crazy, but those quasits can actually swing a fight. There's a lot of fun to be had embellishing the story of how the characters acquire and deal with the mansion, as well as role-playing the 'servant' NPC. I upped the abyssal/demonic stuff a bit more to add some Doom-style horror and it added to the overall flavour. Somewhat unpredictably, at the end of it all, the players didn't want a bar of what they deemed to be a possessed headquarters, and abandoned the place! Overall, lots of fun and well-paced.
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Fantastic concept, funny, and very well put together!
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Brilliant! It is now my players main base (referred to as the Dimension Mansion) and they have taken several room and modified them, Added a few tidbits here and there and made good use of the Medical pool (changed it into a wind magic powered hot tub)
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This fit amazingly well into my homebrew campaign. Not only did my players love the module itself, but they've continued to have a great time making their Manor their own.
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I really like this adventure. When I ran it, I adpated it to my campaign by changing the demonic nature of the corrption to a cthulhu-esque corruption. I enjoyed running the game, and my players said it was one of the most entertaining sessions they had played in a while. The reward of having an extra-dimensional base of operations afterwards was also something that everyone, including me as the DM, liked. I heartily recommend this to other GMs.
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A really good idea, and well written.
Very memorable.
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I purchased this adventure on the fly...my normal group of 7 players was down to three for a session, and we were in-between major plot points, so I needed something fun to do that wouldn't have a major impact on things. I also was short on time to create a one-off of my own, and this adventure proved to be exactly what I needed! Self-contained and interesting, it provided enough content for an afternoon of gaming with just the right mix of combat and intriguing setting to keep my players engaged. The final combat was difficult but not deadly (I was running this for 5th level characters: an assassin rogue, a college of lore bard, and a sorcerer/warlock, with a cleric NPC along for the ride). The flesh golem room could have been much more of a challenge, but they were lucky enough to spot the puddles as a complication before they entered the room and triggered the golem.
The mansion (along with the golem and the mimic) are now interested set pieces, and exactly what my group needed (as they had been discussing the need for a more permanent residence anway) and was a fun one-shot. I highly recommend to anyone!
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I LOVE short adventures like this, especially with how this is easily incorporated into an existing campaign. I ran this adventure last year as a way to provide my players with a base of operations while they were working out of Baldur's Gate (where property is extremely expensive). I loved a lot of the ideas, especially how the bedrooms had twisted momentos about the player characters. Asking a player about their character's favorite location and then revealing that there's a painting of that location that has horrific elements added to it is great.
If I had one complaint, it would be the ghost encounter. I ran this a year ago, so forgive me if I'm misremembering, but I seem to recall that if the players get into combat with the ghost that it ends up being really awkward. Thankfully my players just talked with her, with one player burying her bones at one of the shrines around Baldur's Gate.
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I ran this module for my party last week.
All in all it went well. I ran it over a 4 hour session.
The party seemed to enjoy it.
It was an interesting take on dungeon crawling and in general was well written.
I would run a module by this author again.
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I had three players cancel a couple hours before our most recent game and decided to run this for the two gents who like to play come hell or highwater. Each player grabbed one of the absentees and I handled a 1st level Bard cohort. The group ended up being a moon druid, Oath of Vengence Paladin, Cleric of Trickery, and arcane trickster; all newly 6th level.
We all had a ton of fun. Great mix of roleplaying, exploration, character development, and combat. A few hiccups throughout the night, but I think they were the result of me only having a brief amount of time to review the adventure and think about how things would all work together, and not a result of poor design.
Some insights for anyone wanting to run this:
- I had to strongly encourage the players to use the deed right away so we could get on with the adventure, we spent about an hour all told before they finally started exploring the manor, I should have come up with a more time sensitive hook since I was all in on using the adventure that night.
- It wasn't clear if the adventurer's could bypass fighting the flesh golem with stealth, as written it seemed like they could hug the far wall and he would stay put, but it caused a bit of a headscratch for me when they made their plan clear. I ended up allowing it for time considerations, but the fight seemed like a lot of fun.
- A player rushed over and started extingishing the candles in the last fight, after bad things happened he was a bit peeved I didn't make it seem like a bad idea.
- The players decided to do the whole manor in one go after talking about it out of game, but I couldn't find any reason in the adventure to limit taking the manor on one room per day (and which would have made the fights trivial).
Excellent adventure though, I would gladly buy anything else you write.
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Creator Reply: |
Thanks for the feedback! You'll find that several of these issues have been addressed in the update.
There is, however, no cure for players who resist the call of adventure. ¯\_(ツ)_/¯ |
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This is a really interesting, self-contained, idea, and in some ways it's surprising it hasn't appeared sooner, as a "safe" home base for the players. And that's regardless of whether you use it as an adventure as well, since it's easy enough to simply use or adapt the Manor to better suit your gaming group without having to fight for it first.
Maybe a little more information on the nature of The Servant who looks after the Manor would have been useful - obviously a magical being, but of a very vague nature beyond that, with Hit Points, but never needing to eat or drink, and never aging. So would that be mortal or immortal? Plus if the Manor expanded significantly, would extra Servants be created as it did so (e.g. horses in a stable need as much looking after as people, and if there's a Manor full and stables too...)? Nothing an inventive DM couldn't accommodate, certainly.
Perhaps worth adding the locations of the Armored Skeletons in Corridor 3 to the map, as the description makes clear two are nearer the entryway than the third, but the doorway is about halfway along the corridor, so in which direction(s) are they?
Minor points though, which don't detract from the whole.
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