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Gothic in feel, yet standard FRPS (5e) and easily adaptable.
My one quibble (and it's truly mine, as a GM, not as a slight to the writing of this adventure) is that only to "damned if you do/damned if you don't" outcomes seem to befall the NPCs the heroes are supposed to help. I'd have liked a different outcome possibility, but perhaps that just wasn't possible.
A VERY vague "well, if the players can figure a way out of the contract, then huzzah" option exists, but with no further input about possible looopholes.
Despite this, I enjoyed this adventure.
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I found the idea of making a D&D adventure out of Doyles the "Hound of Baskerville" absolutely intriguing. Unfortunately this module lacks greatly in realization. My points of criticism:
- The plot is poorly constructed and goes: fight, fight, small mystery to solve.
- All the relevant information is given the PCs for free, they dont need to investigate.
- The first challenge is nonsensical because you are in a fortified manor, where you have to fend off some hellhounds: ranged weapons and spells from above will end the beasts quickly.
- The contract obligation can simply be postponed for a 100 years by killing the devil Yeth, since she only gets to take a babe every hundred years on a specific day.
- If you find a loophole in the contract, the devil attacks you anyway: this is not how lawful! evil devils are supposed to work.
- It doesn't make a lot of sense to send hellhounds, if you are already in the mansion holding the babe in your arms.
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Great one shot with reusable elements. We had a ton of fun running it.
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Great adventure. You can run it as a one-shot, or have the villian come back for revenge later in your campaign.
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This was such a fun one-shot adventure! Everyone loved running around the creepy, misty moorland. I ran it with minimal prep for a group of 5, and it took about 4 hours. The adventure has a good balance of role play and combat, and it splits nicely into two sections in case you want to make it span multiple play sessions. The flavor text around the world and NPCs is descriptive and evocative with just the right amount of detail. I also appreciated the story choices and guidance given to the DM on how to respond to different party actions.
I ended up modifying Yeth for personal preference, making her a low-level version of an Erinyes devil with a rope of entanglement (very evil Wonder Woman vibe). I also beefed up the HP on the Fog Hounds so they lasted more than 1 round. Thought about giving them a mist breath attack like the hell-hound but with ice mephit stats, but didn't get a chance to use it. A map of the manor and grounds would have been nice, but I made one up and it worked fine. My party decided to go back to the manor for the final fight, so maybe prep for what to do if the burning manor roof caves in with them still inside...
Great adventure, highly recommend!
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Ran this as a follow up to Horror at Havel's Cross. Tons of spooky atmosphere and some fun NPCs to play with. Adventure isn’t too long so you can easily fit it into one session.
The lore is great though and you could easily expand upon it into multiple sessions if you wished.
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My party really enjoyed this adventure. I followed the vibe of the included contract and had my party of mercenaries receive a letter from the Cabell's asking for help as the inciting incident, which was a quick and easy hook. I like that using that hook its very easy to drop this adventure as a one off to any ongoing campaign in any setting. My party enjoyed the challenge of trying to outsmart the curse as well as the ability for the first time to pre-plan and try and set up the battle field in their favor before the hounds arrived. The only criticism that I have was that the map of the Manor/grounds wasn't included and I had to google one, not that it was difficult. All in all we still enjoyed the adventure and the Cabells ended up as recurring characters in our campaign.
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Our group enjoyed running this game, it would have taken about 7hrs to complete had we not been rushed for time. But everyone had a good time, and the Hell Hound was a good risky challenge for the party to take on. Nicely done adventure!
They used the following loophole:
As Yeth first approached the Cabell's a week ago, I had assumed that was the date that the contract had been signed 400 years prior. The contract says "Yeth is entitled to transport one member ... on the date shown on this contract and ... every 100 years from that date." It also states that "Yeth is considered to be the legal owner of her chosen family member from the moment it is transported into the nine hells."
Since one week had elapsed from the date shown on the contract, Yeth was no longer entitled to transport one member of the family, and thus was in breach of contract - Yeth had failed to transport a family member on the assigned date and was breaking contract by trying to do so on another date.
Yeth was able to put up a fight before being destroyed and having their own immortal soul confiscated by Asmodeus. :)
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I ran this with a group of 7, and they absolutely loved it! The story is well written and the characters are memorable. The group had a blast hanging around Beechburton and hearing all manner of tall tales about the Cabells.
They bested Yeth fairly easily, but I credit that to the large size of the group. The hell-hound encounter was super fun and a great challenge for them. The fire cone attack had them shook.
Since this adventure comes with a full-size printable contract for the players to read/pass around, I went ahead and crumpled/uncrumpled it, wetted and dried it, tore it a bit and burnt it a little with a small candle. Made it look like a legit 400 year old contract from a demon. The players were impressed, and after we finished the module, we all signed it as our characters (as DM, I signed it as "Athon Cabell") and had it framed as a keepsake.
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This is one of my favorite low-level adventures. I've run it with three different groups, and they've all enjoyed it. It has a nice cast of characters and plenty of opportunities for roleplay.
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Ran this for 6 level 3 players with low experience with 5e, it took about 2.5 - 3 hours and ran really smoothly, they loved the hand out and thoroughly enjoyed the adventure. This is a great quick module for introducing players to the game. I think this would work slightly better as is for 4 players, if playing with 6 I'd advise bulking up the HP a bit particularly on the Fog Hounds.
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I used this for our most recent session (one level 2 player, three level 4 players). It was fairly straightforward. It took us around 4 hours, but that's because everyone decided to spend time shopping. If your players are closer to level 5, I'd probably go from 1 hell hound to 2, if only to up the difficulty a little. Still, it was very enjoyable! Thanks!
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Very fun! I ran this for a group with little to no DnD experience. I made some minor modificiations to account for their low levels and everyone had a blast.
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Absolutely loved this one shot. The handout for the players was a great addition and honestly quite detramental. It took my 3 lvl 5 players 3 1/2 hours to get through.
My advice to those who run this;
Change the age of the infant to 4 months old. (Orginal says 18 months which is unrealistic)
Equip the Yeth with something extra or a few canttips or the last fight ends a little too early
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fun adventure that allows the party to stretch some creative problem solving to overcome a curse. Not combat focused but definitely able to play it that way if you want! great production values
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