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The House of the Midnight Violet |
$6.95 |
Average Rating:4.8 / 5 |
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I slotted this into my campaign one night when one player couldn't make it and I needed a quick one-shot. I changed the premise and locale a bit, to make it a house in the city, with the hook being a tavern owner who knew the main character from this story from back in art school, when he stole her idea for making a special pigment from the midnight violet. She was worried that he hadn't been seen in a long time, and wanted the party to retrieve her old paintings that would prove she was the one who came up with the technique that had made the guy famous (they were in a bag of holding in the basement).
Other than the plot hook I just ran the module as written, and we all really enjoyed it. I appreciated how quickly I could read over it (I was short on prep time that week), and running it was smooth. The central mystery unfolds nicely, with bits and pieces doled out in different rooms. It made for some good discussion trying to figure out what was going on.
I appreciated the option with the dolls to either run them individually or as a swarm. I chose the latter, but still let my Cleric shine with Spirit Guardians wrecking them individually in one go. Great boss fight in the basement.
A couple of minor things to consider:
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The flow of the house on the main floor is kinda weird architecturally, as there's no path from the front of the house to the kitchen and dining room in the back. I made up something about part of the house having collapsed. I know it's to force the party to use the elevator, but it does feel a bit awkward. My party didn't want to go down the dark elevator, and eventually I let them work their way around the rubble in the back to find a door. Not a huge deal, and maybe I'm more into having coherent archetectural plans than normal, but maybe a short hall in the middle of the house back to the kitchen would work, and then have the elevator also go to the basement.
- This was my fault b/c I was in a hurry, but the player handout for the letter scramble puzzle has the answer at the top of the page, and I just printed it right before everyone showed up and handed it out later without realizing that. I was impressed at how quickly they figured it out, until someone confessed as they were leaving!
I'll definitely be checking out more from this publisher!
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Bought this because I had some players not be able to make to the session coming up, and since the main story really involved them, I needed a side quest. I bought this, a different quest, and grabbed a few for free. This one seemed fun and well put together.
It was a blast to run. The hand outs were great, and had I had more time, I may have really done them up to make them more authentic. I loved how the story unfolds, and there's legit mystery as to what exactly happened here.
I would highly recommend this for anyone needing a spooky one shot.
Spoilers.
I do wish I had read a more in advanced and come up with some information about some of the things brought up. There are two dead bodies that can be found, but my players wanted to know what happened to them, and if they were murdered or not. That wasn't covered in the adventure.
Also there is a hidden door that leads to the basement but no DC that I could find for them to find it on their own. There is a clue later on, but even then there isn't a set check. Basically I just let them find it once they had read the clue.
Also, the main villains name may be a reference to something but as it was it wasn't exactly the most fearsome name, so if you run it, you may want to change it.
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This game is great! I've run both Tasha's Kiss and Happy Jack's Funhouse before so I knew this adventure would be good.
I needed a game on the shorter side for Halloween and since my players rp'd quite a bit, in all this game took about 5 hours. This can be run as a one shot or as an adventure in an ongoing game as the ending could definitely be explored by players committed to the mystery like mine were :)
The game itself is very easy to follow and can be run with minimal prep allowing the DM to add or change things easily on the fly. I highly suggest printing out or making the props in the appendix for the extra spook factor. 10/10, I highly suggest this game!
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This is a fantastic well written module the only thing I can say is it is a bit adult in its themes so not family friendly. It was the first adventure I ran and I ran it for collage kids and I have ran it with nearly every group since. I have adapted it to a younger audiance and added a few word to the book titles in the one room to make them more adult. It's tons of fun to run and play.
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Creator Reply: |
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One of the best adventures that I have bought - I will definitely be buying more from this author. It's well written, the story is interesting and fun, and it has a good balance between moving through the story, investigation, and combat to keep everyone interested. It comes with maps which were easy to put into a VTT to play with.
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I ran this awhile ago and I've ran several other premades since then. Simply put: this was by far the best and I've been looking for the opportunity to DM this a second time with a different group.
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Creator Reply: |
Hi Nicholas!
Thank you for the very kind words. I'm glad you enjoyed the adventure enough to consider running it a second time!
Jeff |
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My players loved this adventure. Playing an Eberron campaign and it fit right in to what we were doing.
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My players loved the suspense and the mystery that came along with it!
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Exellent short adventure with a great spooky atmosphere. The central mystery and familial themes had my party hooked, and the encounters throughout the scenario were memorable and well-conceived. Well-written, easy to DM, and just a lot of fun! My only criticism is that the layout of the house is a bit odd/counterintuitive, which led to some confusion among the party.
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This was a fun mini-module that I converted for use as part of a dark fantasy Fate Campaign run for teens during Coronacation. To be clear, I ran it using Fate Core rules, not D&D 5e rules. It was a lot of fun and the teens enjoyed the puzzle. I ran this campaign virtually because of COVID on Google Meet and presented the maps. Therefore, I needed to photoshop the secret door out of the maps, since it was marked. This was not a lot of work, nevertheless, I would respectfully recommend that the author provide separate GM and player maps with secret doors NOT marked on the player maps. My second tip for GMs is think out ahead what you will do when your players want to do some sort of nature roll to befriend like 25 feral cats........ Have fun!
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I ran this for my first experience as a DM and after having been a player for only three sessions. This adventure turned out to be a good choice!
The House and its contents was written with lots of interconnecting pieces of information for the players to find, which worked well with the enclosed, room-by-room environment and pacing.
My group had a real roller-coaster of a relationship with the recurring element of the feral cats. Nice touch!
Aside from the content, the product itself was clear, and well-partitioned, making it easy to outline for my own use. The included illustrations were very nice as well, except for the illustration of the letter-lock buttons for the special chest. A different font would have made those letters more identifiable.
Good work!
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Ran this for a halloween one-shot and the party loved it. They were well equipped level 11s so I changed the kitchen fight to a Flutterflesh (Tome of Beasts) and some Wraiths. The Flutterflesh actually crit and removed the fighter's arm, making for an even more harrowing adventure! The diary handout in particular helped set the mood for this fun and spooky module.
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Ran this last Halloween, and my group had a blast with it! It's got wonderful atmosphere and story. Like many of the best horror adventures, it's built on a tale of loss and family tragedy. My group were level 6, and the challenges were appropriately leveled for them.
I only have two small nitpicks with the adventure. First, there are some small mistakes and unclear passages--for example, Mr. TimTom has the ghast's stench in his block, which the author has confirmed is a mistake. Also, there are no real guidelines on how find the secret door to the basement. I'd love to see a revised edition that cleans up these issues.
Second, it's too easy for PCs to bypass the children's bedrooms if they're laser-focused on getting the flower, and if they don't go into Elise's bedroom, they won't find the diary that explains what actually happened to the family. After exploring the first floor, my group went up the stairs, straight down the elevator shaft to the kitchen, back to the garden for the flower, almost out the door, and down to the basement without ever opening the other doors on the second floor. I had to prod them OOC to go back and check out the bedrooms to get the full story.
I stress that those are small quibbles, though, and should not discourage anyone reading this from running the adventure. If you're running online, I highly recommend the fan-made maps by David M (https://imgur.com/a/TGnGncA).
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Ran this last Halloween, and my group had a blast with it! It's got wonderful atmosphere and story. Like many of the best horror adventures, it's built on a tale of loss and family tragedy. My group were level 6, and the challenges were appropriately leveled for them.
I only have two small nitpicks with the adventure. First, there are some small mistakes and unclear passages--for example, Mr. TimTom has the ghast's stench in his block, which the author has confirmed is a mistake. Also, there are no real guidelines on how find the secret door to the basement. I'd love to see a revised edition that cleans up these issues.
Second, it's too easy for PCs to bypass the children's bedrooms if they're laser-focused on getting the flower, and if they don't go into Elise's bedroom, they won't find the diary that explains what actually happened to the family. After exploring the first floor, my group went up the stairs, straight down the elevator shaft to the kitchen, back to the garden for the flower, almost out the door, and down to the basement without ever opening the other doors on the second floor. I had to prod them OOC to go back and check out the bedrooms to get the full story.
I stress that those are small quibbles, though, and should not discourage anyone reading this from running the adventure. If you're running online, I highly recommend the fan-made maps by David M (https://imgur.com/a/TGnGncA).
(Edited to add: I ran this again in September 2020, and I added some fallen rubble that was blocking the door to the basement. That ensured that the players checked the easier doors first, but when they realized that they needed to go down there, they knew where to look. Also, I encouraged the players to check out the children's bedrooms by the simple method of leaving the doors invitingly open.)
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My party loved the ghost story. The shock of the dolls coming to life and swarming them was a great response.
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