|
|
 |
Other comments left by this customer: |
|
|
 |
|
Ran this when I needed a one-on-one adventure at short notice, and it was a lot of fun! All the info you need in a compact format. The only thing I wish it included was a blank version of the harbor illustration that I could have shown to the player.
|
|
|
|
 |
|
A great resource for quick-and-dirty prep. It's like you have a secretary who went through the adventure and took notes for you in advance on things to watch out for and what to make sure you do before the session starts.
|
|
|
|
 |
|
A beautifully created document that lays out vital information that the party would have trouble learning in any other way. I think this really helped my party figure out how they felt about the Abbot and how they wanted to deal with him. The only thing that caused me a little trouble was that the Abbot in my campaign was tied to a custom deity, and the document contains explicit references to the Morninglord, but obviously that won't affect most groups.
|
|
|
|
 |
|
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).
|
|
|
|
 |
|
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.)
|
|
|
 |
|
Adds several hours of additional content to Yester Hill in Curse of Strahd, in the form of an underground complex beneath the Gulthias tree. I particularly appreciate the fact that the supplement includes tokens representing the major NPCs for use with VTTs, in addition to maps. It's a solid little dungeon with some interesting rooms and minor magic treasure; a bit light on roleplay opportunities, but most groups probably aren't going to be looking to negotiate with the Yester Hill druids anyway.
|
|
|
|
 |
|
Lots of good and flavorful ideas here. I made my own custom list based on this plus the expanded options from WotC.
|
|
|
|
 |
|
Spooky details you can toss into virtually any scene to heighten the creepy atmosphere; some have mechanical implications, and some are just for flavor. Great for scene-setting.
|
|
|
|
 |
|
This supplement has been super-handy. My players have griped in the past about how 5E monsters never seem to drop loot. This gives me some minor but interesting things that I can list off when they sigh, "I don't suppose that guy had anything on him?"
|
|
|
|
 |
|
I found these items to be a bit too strong for what I was looking for. For example, most of the weapons are +2 and +3 items, which is more powerful than I would want to give out during a Ravenloft. Maybe as a campaign-ending reward. Also, I would have liked to see more drawbacks to the items--having them come with both benefit and risk; but that's a personal preference, I guess. Anyway, they do seem solidly designed if you're willing to go to that power level; I just wouldn't recommend them for low-level campaigns.
|
|
|
|
 |
|
A fun and flavorful adventure, but the ending could use more fleshing out. I like that it offers multiple options for handling various social/roleplay situations, as well as suggestions for tailoring the difficulty of fights.
I ran this for a group that included veterans with decades of experience and a ten-year-old playing her second game, and all had a great time. It's perfect for kids, newbies, or anyone whose tolerance for scary stuff is unknown. The rooms of the clockwork tower offer a variety of challenges, covering all three pillars of the game (exploration, combat, and social interaction). The NPCs are colorful and well-documented with notes on roleplaying them. The fact that there are different paths through the tower also gives the adventure some replay value.
One very welcome feature is a separate image file of the symbols used for navigating the clockwork tower, making it super-easy to create a handout for the players. The maps are also included in a separate file, but they're not really formatted for virtual tabletops, and the scale is not given (comments on the adventure here mention that they are drawn on the assumption of 10-foot squares).
With one caveat about the presentation of the ending (explained in the spoiler section below), I thoroughly enjoyed this adventure. I would happily run it again.
SPOILERS BELOW
I don't object to the fact that the ending is loose, because different groups are going to approach the situation differently. But I could really have used a sidebar quickly laying out everyone's position once the true state of affairs is revealed, and especially, a quick summary of Xander's opinion of the situation would have been super-useful. He's the key to the whole thing, so talky groups like mine are very likely to want to know how he feels about Brynlee and Tereene; the answer is only suggested, and it's buried in other text (the assumption seems to be that Tereene will do all the talking, but my group insisted on hearing from Xander directly). The adventure also doesn't specify how long Xander and Brynlee have been married--the answer to that question greatly affects the tone of the whole scene.
If your group is likely to just push the red button without talking to Tereene or Xander first, or if you work out the answers to all these questions ahead of time, you won't have any trouble with the adventure. But I was running it on just a couple of hours' notice, so I was caught off-guard and had to improvise.
|
|
|
|
 |
|
I ran this adventure for my group this week, and everyone had a blast. The adventure has a nice, strong hook that will pull the players into the investigation easily, even if they don't use the pregenerated characters provided (we didn't). The most obvious lines of investigation are covered, giving the GM a good deal of material to work with. The climactic combat against the Nussknackers in the pie factory was brutal! I provided one per character, and there were times when I thought someone might go down. In hindsight, I'd suggest one fewer Nussknacker than the number of PCs, allowing the PCs to gang up on them.
|
|
|
|
 |
|
I ran this for a second-level party. It's a solid six hours of entertainment, with plenty of opportunities for social interaction. I particularly appreciate the fact that the author has anticipated the most likely courses of action for the PCs to take and accounted for them in the adventure. The combat is light unless the PCs go looking for trouble, but the various competitive events should scratch that itch for more combat-oriented players. The new magic items are quirky enough to be interesting, without being overpowered.
I thought for sure I'd have to nerf some of the NPCs to give the PCs any chance of winning any of the competitions, but I tried rolling them out ahead of time and was pleasantly surprised to find that wasn't the case. The NPCs are pretty strong against PCs of that level, but they all have balancing factors that give PCs a fair shot if they're trained in the right skills.
One small caveat: It does contain a few typos (one NPC's armor class is said to be 30 instead of 20, for instance). Be sure to check the comments before prepping the adventure.
|
|
|
|
 |
|
I really like this adventure. It is strong on all three pillars of the game--it's not short on combat, but there is plenty of exploration and roleplaying as well.
In addition to visiting a new part of the Forgotten Realms (Calimport), the PCs will encounter some types of creatures that did not appear in Tyranny of Dragons, such as Genasi. There are interesting secrets to be discovered, some of which are not related to the main mission. And without giving away the final encounter, I will simply say that it should not be anticlimactic even after finishing Rise of Tiamat.
The Pasha's court is populated with many interesting figures. Some are cult sympathizers, some are helpful to the party, and some have their own agendas. Also, the DM has the option of randomly assigning loyalties to different members of the court, giving the adventure some replay value.
My only caveat is that you may have to adjust for a group that isn't really into roleplaying. My group usually likes that sort of thing, but for one reason or another, they weren't in the mood to get to know members of the court when I ran POTRP for them. That meant that the early part of the adventure kind of dragged, and if I'd been smart, I would have cut it short. Once they were on the trail of the cult, though, it picked up, and we had a great showdown at the end.
In sum, I think this adventure is a worthy sequel to Rise of Tiamat, and I would happily run it again!
|
|
|
|
 |
|
I had the opportunity to experience this one as a player, and I enjoyed it. "The Seer" is a short adventure that can easily be played in two hours. It has opportunities for both combat and roleplay, with a nice little twist to keep the story fresh. It concerns an arranged marriage between two Vistani families, but the basic situation should be easy to insert into another fantasy world. (The families don't really have to be Vistani, or even nomads.) Thumbs up on this one!
|
|
|
|
 |
|
 |
|
|
|
|
|