You know an adventure is going to be great when you have so much fun just reading it. The epic playlist of music that inspired and encapsulates the spirit of the adventure only adds to joy of prepping for the session. I can't stop listening to it!
This is a perfect adventure for new DMs and players, as well as having flavour and opportunity for those more experienced. Having everything laid out so well with nicely detailed NPCs, locations and events, as well as a plethora of simplified NPC combatents to make running combat so much more streamlined and simple. I loved the Daughters so much that I have them saved in my campaign lab app for some great go to NPCs.
I prepped for a party of two, but ended up playing one on one with a fairly inexperienced player with a level three character and he absolutely loved it. The adventure allows for all manner of low level party sizes and with some simple tweaking higher level parties. It was a pleasure to run and I have it earmarked for playing with a bunch of other folks, as well as now being my new go to adventure for introducing new players or encouraging new DMs.
There's just something special and unique about the setting and vibe of this adventure to give players a fresh experience, whilst containing a fantastic introduction to roleplay and mechanics. It's refreshing to get beyond the Sword Coast and travel to an island in the Moonshae's.
The ease with which the story plays out is wonderful, but there is a subtle and fantastic undercurrent of lore (pun intended) that has already inspired me to start planning my own adventure.
The general design, artwork and layout of the adventure is superb and truly evokes much older adventures, while staying clear and wonderful to look at and read.
Look, it's bloody brilliant and you should definitely check it out! I cannot recommend this more strongly!
SPOILERS FOR THE PLOT BELOW
The hooks allow for this adventure to jump right into the action on Norland, the island of the unyielding shield maiden and her mighty Daughters of the Gray, as well as allowing the seed of the adventure to be planted in any tavern, library, scholar or book, or along any coastline, allowing for all manner of beginnings and additional things you can have happen on the way to the island.
I made a thematic tavern, the Skaeldmaer, on the road from Amphail to Waterdeep for my hook, which allowed for some tavern fun, a little travel montage and getting surprised by some bizarre costume shopping in the City of Splendours.
The description and details of the ship and crew for the journey ahead are wonderful and highly amusing with some great time and chances for roleplay and downtime activities on the sea. This works great for solo/ small parties to get to bond with the crew and/ or larger groups to get to know one another.
The introduction of the Daughters is fantastic and really put a smile on my player's face, as well as surprisingly making him extremely paranoid, making his journey over the mountain highly amusing.
The small town and large battle house are full of details, locations and NPCs to explore and. Interact with.
The arena and events are laid out in such an accessible way to make it a cinch to run as is, as well as suggestions for how you might want to run it.
Sometimes, especially with a one shot, it can be nice to have a definitive end to the adventure, which this provides in an epic, hair-raising and goosebumps of joy moment for all involved. While there is a clear end, there's so much potential for further adventures with the Daughters or simply using Norland as a home base for exploring the Moonshae Islands.
Look, it's bloody brilliant and you should definitely check it out!
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