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Moon over Graymoor |
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Average Rating:4.7 / 5 |
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I ran this for three experienced players and one new comer and it was a hit! One player did catch an error with Sir Thames letter that I personally missed which would conflict with the story, but apart from that it was great! The players had a lot of fun discovering the clues and coming up with theories!
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The Good
This adventure's got a solid mystery at its core. From the moment you step into Graymoor, you can feel the suspense building. It kept my group on their toes and engaged from start to finish.
The atmosphere is spot on. The descriptions of the snowy town and eerie surroundings are vivid, making it easy to picture the scenes and set the mood for players.
The NPCs are well-crafted and add a lot of depth. Each one has their quirks and stories, which really helped bring the town to life and gave players plenty of avenues to explore.
The Bad
It was a bit challenging to keep track of all the clues and leads. We had to backtrack a couple of times to piece things together, which could be frustrating for some groups.
The pacing might feel a bit slow at times, especially if the players get stuck on a particular clue or red herring.
Overall, "Moon Over Graymoor" is a great adventure for those who enjoy a good mystery and are willing to take their time to uncover the truth. It's well worth the effort and provides a memorable experience for both the DM and players. Five stars!
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I checked out a few modules similar from a differnet author and ended up running a couple. The roleplay aspects brought back the classic feel of dnd. The balance of investigation and combat was well executed and story kept everyone engaged. If you have to incorporate this somewhere it's definitely a solid addition to any campaign as it did not have any specific locations mentioned. Group really enjoyed it.
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I absolutely adore this one shot. I've run it for six different groups, and every one of them loved it. The writing, the mystery, and the horror aspects make this the type of one-shot you run for friends you want to get hooked on D&D. My only critique is that almost all of my players guessed the BBEG the first time they met. My advice to future GMs is to have the party meet the BBEG somewhere on the street for their first encounter. This can lower suspicion, even if you end up walking with the BBEG to get one of the suspects. Also, don't make the BBEG do a hard refusal when/if the PCs ask to come in a snoop around; instead, try an understanding and, "I've got nothing to hide but I'm short on time." approach.
10/10 would buy again.
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I very much enjoyed running this campaign. A few twists and turns had the players enjoying the ride as much as the final showdown. There is a druid in the party so that helped a lot,and the players dominated the final battle. I would say if you're playing with experienced players to try and make it harder. They even surprised me with how they helped Eryn at the end
I admit I tweaked some bits, but mostly to suit my players.
Hope to see more content.
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this adventure was easy to compleate and very good for starting out as a new DM and for players who have never played before. the story is immersive and interesting and keeps you interested untill the very end.
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Amazing Adventure, I would recommend fleshing out the manor(Ser Thames) with some magical goodies and hiding clues that your players might have missed. My players had a blast roleplaying this adventure. This could be a great starting adventure that leads to Curse of Strahd
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A nice introductory mystery / horror module for beginners.
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A great adventure for first time DMS and new players! I've run this adventure multiple times for players with a variety of experience, and it's always been a hit. The one flaw I can see in it is that if your party is really thorough with exploring, it can make the final encounter anticlimactic. Also, there's only one scripted combat. I liked the suggestion of another reviewer to add an encounter with some wolves on the road to Graymoor, and I think I'll incorporate that next time I run it. Other than that, the characters are really memorable, and it gives players a great chance to RP and use their heads!
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A very good adventure even for first time dms, might take a couple more sessions if your party likes to roleplay or explore everything, but if anything it proves how interesting the module is! There were just a few things that had me think about them for a second, but nothing I couldn't figure out or change on the fly, so I still consider it a great adventure, both me and my players loved it!
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Tried DM'ing for the first time with this adventure and it turned out great. A good mix of mystery, plot turns and thrilling scenes. It's also written in a way that makes the story easy to control as a DM, and still adjustable it you would like to suit your player's fancy.
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This was my first DND campaign, and it was a lot of fun! We were in a school DND club, so sessions weren't terribly long and it took us a while to finish, but I REALLY enjoyed it. (Fun memory was when everybody decided to spend the evening of day 2 breaking into the church to investigate and interrogated Grimmund then using a charm spell instead of when we visited the church earlier. Kind of derailed things because we had to pause play right after the barn caught fire and then had to wait like two weeks to continue (because again, school DND club, and our schedule was wonky because half the club dropped out within the first month), but didn't actually derail the plot so things were fine.)
Anyways, I think I'll love this campaign forever, if only because it was my first and it was a blast. A great starter campaign!
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I'm running SKT and used this one shot to introduce the Uthgardt barbarians - I had Father Daragor be a disgraced Gray Wolf who converted to worshipping Malar after being cast out, and he wanted Eryn to slaughter the town as a blood sacrifice to the Beast Lord. I had a hard stop at the 4-hour mark, but I was able to run it within that time frame making a few key changes:
- Split the investigation of Ser Thames' and Gilly's homes between the players and Oswald, who investigated off screen and turned over key clues
- Made the info about the church locking system discoverable at the house of either George Gilly or Ser Thames, and nixxed the locksmith
- Had the barn scene happen during the first night (so day 1 was: intro encounter, Gilly death, Gilly house investigation, church scene with Grimmund, barn)
- Sybil's owl delivers the sword, note, library map, and key directly to the players (who were camped out at Ser Thames' after the barn)
(Should be noted I also added some additional lore and clues pertaining to my campaign, which took up extra time)
Overall - loved it. Super fun one shot, the vibe, characters, and investigation are really well designed, my players had a blast. Really wanted to run he Sybil encounter as written but I couldn't squeeze it in given the time constraint - players loved my hacked version of the encounter so I can only imagine how fun the whole experience would have been.
Advice for DM's looking to run this:
- You might want to think of a reason for how/why Eryn got lycanthropy and how Father Daragor knew. This was a talking point for my players, since otherwise it just seems kinda random for this innocent teenager to have contracted it, and for a Malar priest to just coincidently be hiding in a town with a werewolf.
- The "puzzle" with Selune's wings to enter the Undercroft is underdeveloped - I had town members do a quick prayer when speaking of the dead ("May Selune's wings offer shelter to poor George in his journey to the afterlife")
- The ending is super abupt and leaves a lot of loose endings. Fortunately, it's easy to paper them over - you could have the arrowhead in the lockbox be a necklace that stops the curse from progressing, or have Sybil watch over Eryn to help control the curse.
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I used this adventure to introduce my mother to D&D and it did not dissapoint. This is the perfect starting point or inbetween adventure for all players that love mystery, suspense and crime.
It included everything a good adventure needs: interesting npcs, a good story, magic items and a showdown. My mother especially enjoyed searching for the different hints and evidence and was delighted when she figured out the mystery before the revelation.
It was also easy to run, thanks to the helpful dm guide. I will definetly use the adventure again with another group and safe to say, my mother is now hooked on D&D.
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This was a fun adventure to run! I have a few qualms with a scene here or there (won't spoil anything), but that was easy enough to adjust myself. Highly recommended to a story or rp-heavy group!
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