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It's useful to litter taverns with a few carefully chosen options from this, as even if the party don't follow-up it just adds character to the world. Not all of them fit the tone of my campaign, but when there's 50 of them I found enough to be useful and enjoy.
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I really like the idea of this. So far, I have found an option that perfectly fits the class and personality of the whole party over two campaigns. The only issue is, I haven't had the chance to use them yet!
I decided to grant them to well-liked NPCs, so that they can go own in glory and still, in those last moments, be of use to the team. It would be glorious.
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I haven't used any of these word-for-word, but have reffered to it a few times seeding a few of my own adventures. There are good ideas in here and some very useful starters for new DMs
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Tweaked slightly for my campaign and the party didn't get to experience everything it had to offer, this time, but it was a good ride. A healthy balance of light puzzle-solving, mystery and combat.
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You need to use these sparingly, as my party began to very quickly suspect every child that ever approached them - which was a good laugh in its own right!
There are some really good ideas in here and my party enjoyed solving the mini-mysteries and scenarios within.
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I slotted this into my homebrew adventure with PC's that were far higher level than suggested, but considering most of the scenarios in the adventure are non-combat based it was only small tweaks here and there to increase the threat and damage involved.
In all fairness, though, I didn't have to - I had no idea how damaging the Rotting Fist can be!
This adventure leaves plenty of room for a DM to add their own history, tweak traps, build suspense, prompt some hilarious roleplaying scenarios... it's a dream set-up, in my opinion. Having ran it the once, I feel like I could have a slightly different experience if I ran it again. I would probably make the puzzles a bit tougher, too, because I seem to play with a bunch of smartasses.
This comes recommended for groups who enjoy roleplaying and intrigue over combat. Plays better if your players start without weapons or with minimal equipment.
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Fit this easily into my ongoing campaign and even came out of it with some long-term NPCs that the party took to.
There's a great variety of enemies, which makes for tactical combat, as well as a fair mixture of puzzles, hidden items and... moral dilemmas! I enjoyed running this as much as the party enjoyed playing it, which speaks volumes.
More importantly for me, and possibly others, is that there is enough detail here to kick-start a campaign, but also not too much detail that you can't add some of your own campaign's lore into it.
Highly recommended.
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This is about the 8th or 9th pre-made adventure that I have slotted into my larger, ongoing, campaign now. And, I must say, that of all of them this was by far the best to implement.
The document itself is well organised. The background information necessary for the DM is all upfront, images and stats at the back and a clear progression through days/ chapters on the journey. It's planned out in such a way that the party are free to travel to any location within this contained city and the DM has multiple layers of information they can provide towards the overall mystery.This is the great part for new players, as it helps them to overcome the videogame mentality of 'exhausting dialogue options' then moving on. It promotes in them the idea that people can be played off against one another, brobed, made to trust etc.
The mystery builds and climaxes in a satisfactory way. Though, my one warning is that this is designed as a one-shot and therefore the end battle is not necessarily one that you expect the party to walk away from. It does mention this in the adventure, but in trying to fit it into my own world I did find that my party of three level 5's felt like they were underpowered against even the soldiers - who would have AC's of 20 in some cases. They made it through in memorable fashion, but there was some beatings along the way.
I highly recommend this. It's well thought out and has room for humour, horror and mystery all in one.
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My party played through the whole series and eagerly aniticpated the climax to the kobold storyline, as did I after I spent some time massaging Zalath's stats and making him a badass wizard boss fight.
However, I found this adventure to require even more planning, preparing and hole-plugging than the previous three. The party could enter the ruins of the keep, which they absolutely should otherwise they would be cutting this adventure in half, only it ends in a very unsatifactory dead end. There are lots of details which raise questions; bodies, scorch marks, a plinth with something missing... but, again, absolutely no context is provided for the DM.
If you're not careful to really do your homework and plan the session out with your own answers and depth, you will find yourself pummelled with questions and confusion from any party that is remotely inquisitive.
Having done this planning and fitting the adventure into my ongoing campaign, I managed to make something pretty epic to round off the series with. My problem is that I just didn't feel like the adventure, as-written, was working with me.
I look back and wonder, what was in those letters Chariz recieved? What was the point of sending the party to collect an item underneath a stone circle? What was the battle that killed all the kobold? Maybe the answers are there, or purposefully kept loose for you to make it your own, but instead I anticipate that they just weren't thought through.
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A nice continuation from A Chance Encounter, but suffers from similar issues with regards to a lack of detail for DMs to offer curious parties.
I'm a big fan of dungeons which have a good mixture of traps, enemies and talking points. The pentagram room is a great talking point, the traps were well worked out too - especially if you let play with the idea of the long ominous corridor.
I did find that the enemies were a struggle though and that was for a higher level party than the level 1 suggested - I think DMs need to be wary of this.
The final room was a good set-up, but ultimately leaves too many unanswered questions for the unprepared DM; what are the runes on the walls? What is the disc? Why is the sword there? If your party are asking questions, and of course they will, then you need to come up with those nswers yourself. Again, there might be answers in the sequel adventures but that doesn't help you here.
Overall, this adventure worked out well but not without a lot of massaging in advance.
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I chose to fit A Chance Encounter into my ongoing campaign as an interesting diversion for the party, but unfortunately I feel that this is not set up for anything but a one-shot.
It's severely lacking in details on who Chariz and Fared are, what the letters mean (you will be asked) and what all the pinned locations in the Myrehall map lead to. If you want freedom for your players, you will need to come up with these answers yourself as they will all come up if they care to explore.
All in all, I did not feel there was enough information up front for the DM. Possibly some of these questions are answered in the sequel adventures, if so then I really needed it here for seeding.
Having said this, I boosted the enemies to match my level 4 party and it ended up being a super tense and memorable battle at the end.
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This is the first time I've ever ran a pre-written adventure, deciding to slot it into my ongoing campaign as a side-quest of sorts.
It was the first time my players had come across vampires and the slow reveal that they were dealing with such creatures was a joy to see. They did manage to 'mess up' in areas, failing the puzzle and rushing Margaux without sparing a second to think about her intentions... but only after the dust has settled have they start to think they might not have done the right thing. I'm soon to play the follow-up session and even though the adventure as written is finished, they dont want to leave Stonewood. That's the sign of a well written adventure.
My rating, however, is based on how the experience of preparing the adventure was for me - the DM. It was all written very clearly and I would say nearly everything I needed to get going was provided, though I did have to do some 5e vampire research. I'm looking forward to getting involved with more fro mthe same author.
Thank you!
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