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Running this right now. Fun conflicts and very classic! Players are having a good time!
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Strong ideas, interesting ideas, good locations, nice art, & good ties to history. I built on this quite a bit and turned it into a great 3-game session.
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I ran this, and we had a good time. Simple, creative, & effective!
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My players loved the hooks in these adventures! They were well written, fun to embellish, and easy to run.
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Creator Reply: |
Hi Kurt,
Really glad you enjoyed the adventures and that they opened up some 'winging-it' creativity!
Stephanie
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I've run most of the adventures in this collection, and all have been a hit!
Dozens of hours of excitement and mystery!
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- Follow the Lights is full of good ideas, puzzles, and has a great tone, but DMs should be ready to flush it out.
SOME PREP HELP
- A level 4 party may be best with a party of 5-6 characters.
- Party makeup is VERY important as PCs may need to heal multiple times, and the spells Protection from Good and Evil, Remove Curse, and Lesser Restortation and the ability to Turn Undead will go a long, long way. Consider ways to prep those abilities - scrolls, potions, etc.
- Arcana, Religion, History, and Investigation checks may be very useful throughout the adventure. Offer these.
Does the cave appear at a certain place and time? Are there legends about the cave and what it contains or its function?
Are the clues given part of stories or songs? What can they learn about Ardell and his quest or those who tried before?
- If players are stuck for ideas - give them Investigation checks for clues and ideas.
- This adventure contains threats of Exhuastion and Strength drain. Consider allowing a "safe space" for PC recovery.
- To appease players, consider adding some minor threats and treasures.
- Remember that Shadows monsters are Deadly for PCs at low levels.
- There is an unavoidable trap with a permanent curse - consider ways to make it removeable.
- Ardell's information may be incorrect. - Is this adventure actually a form of spiritual journey? Is there a reward for good or bad behaviour?
- A DM may wish for a sphinx-like guardian at the top of the lighthouse to give the PCs information, a clear way out, and a risky choice.
- Increasing the MacGuffin's shared effect will keep your players happy. Reward heroic and interesting behaviour.
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I used this "modular supplement" as part of a homebrew Vaesen adventure and it worked well. Our group liked the consequences, the flavour, and the spookiness of it all. Wandering Souls will continue to impact my games for some time. :)
Buyers - don't expect an "Adventure Module" - these are fun extra rules for hosting seances and summoning ghosts.
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I ran this and we had a good time with it. It provides a strong base for storytellers to employ their craft! Thank you Thomas Bailey!
Also, the NPCs and locations in this module were fun and have now been used as contacts for several adventures. :)
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I ran The Witch Cat Inn, and found this quite useful! There was more action in this adventure than expected, as the location gave the villain lots of opportunities to zip in and out of rooms and induce effects.
Thank you, Cave of Creation!
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This is the most D&D-esque Vaesen adventure I've seen.
I ran this and my players had a good time.
As the adventure was very short and sweet, I paired it with another adventure to use a base setting for this adventure's location.
With a bit of creativity, you can get a lot out of this scenario and all the materials here were useful and relevant.
We played up the cultural stakes, made the villain sympathetic, and answered the question - "What if the Troll-Brother kept on eating?".
Thanks for a fun adventure, Jonas!
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I ran this and my theatre-loving players had a good time!
Good premise, plot, art, NPCs, and ideas. A solid one-shot.
It works for Vaesen as well as Call of Cthulhu. I'd run it again!
IMPORTANT NARRATOR CONSIDERATIONS
The narrator must be VERY careful with timing as the performance may be averted before it gets interesting.
The adventure runs best if the production is about to begin.
This case is easy. Enhance and split up the clues to build tension.
Personalize PC interests to see this production succeed.
Before play, give your players the theatre's traditions info.
Prep the bones of a 3 act storyline for the play - pnly the premise is given. Show the author's motive and madness to hook your players.
State the consequences for interrupting the show - the PCs would be kicked out, publicly shamed, and blacklisted by powerful elite patrons.
*Thanks for the fun, Sandra!!
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I ran this in a 7-8 hour one-shot and we had a great time! My players loved the folklore and the monster vulnerabilities, and we appreciated Morten's extra effort in providing history & clues. The Vaesen lair had a lot going on and proved to have a clear, busy, satisfying, and highly actionable design. This will be a very memorable adventure! Thank you!
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I just finished running Troll in the Barn, and it worked well for a truly dark, memorable, and contained adventure. The repeated content warning was appropriate, as was the storyteller's advice. Thank you Morten!
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Having quick & easy stats for NPCs saves me a ton of time and inspires me. I consider it a key tool for DMing and would recommend it to anyone. It is cheap, direct, and well made. BUY IT!
Also - thanks to the author, Esteban. I'd love to see more work like this. :)
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