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A Night in Seyvoth Manor (DnD 5E) $7.99
Average Rating:4.4 / 5
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A Night in Seyvoth Manor (DnD 5E)
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A Night in Seyvoth Manor (DnD 5E)
Publisher: Darklight Interactive
by Jay G. [Verified Purchaser]
Date Added: 10/03/2020 08:13:40

A Night In Seyvoth Manor is labelled as a "challenge adventure" on it's cover. I wasn't sure what that meant but was very happy to find out that it's structured a lot like the older tournament modules in that it has a time limit and a scoring system to measure a group's success (or failure).

The titular Seyvoth Manor is basically a villain's haunted house that has two recently abducted innocents that the party is trying to recover before they are lost forever.

The adventure has a lot going for it and depending on what you value different DMs may find appeal in different aspects. As I mentioned at the start I really do enjoy running groups though tournament style modules as it creates a different dynamic for the players and can create that rare example of D&D play where player's can feel like they're "winning". As a big movie and horror fan I also really liked all the subtle (and not so subtle) references to classics of the genre spread throughout the adventure. The adventure contains a number of breakout boxes labelled 'trivia' that will lay out those references so you will understand all of them even if you don't immediately pick them up on your own. The room maps are brilliant, in addition to being graphically appealing if you purchase the PDF they could easily be blown up into battle maps if your preferred play-style includes miniatures. The challenges vary from room-to-room and the mix of problem solving and combat encounters should appeal to almost everyone. Overall I think most groups would enjoy this adventure and find it challenging and fun in equal measure.

Having said all of that I did have a few issues with the adventure. First up on page 3 of the adventure it references "Several different types of cards are included in this adventure", the cards are in fact not included but are required to play the adventure. The cards are available either as a PDF or as a physical purchase to be bought separately. The PDF is a great offering from the author but in my case (I live in Canada) the physical cards were cost prohibitive as the two options would have cost me $40 or $50 each factoring in shipping and exchange. If you're good with the PDFs this is a non issue. My other major issue was that I made the mistake of only purchasing the print version of the adventure, the adventure contains 17 separate maps of the rooms and grounds around Seyvoth Manor but does not include 1 map showing the entirety of the manor. What this means is that each small map includes notations on where it links to the next map (or maps) in sequence but the text is very small in some cases and without the ability to increase the size (as I would be able to with the PDF) it's a bit hard for me to piece together. My final issue with the adventure is minor but other than the maps and the cover the adventure contains no art. For many players and DMs this will be a non-issue but for me personally I always find art helps set the mood and immerse me in the setting.

Overall I would still recommend A Night In Seyvoth Manor but I would strongly recommend buying the PDF rather than the print version as that would somewhat address my maps issue.



Rating:
[4 of 5 Stars!]
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A Night in Seyvoth Manor (DnD 5E)
Publisher: Darklight Interactive
by Marcus M. [Featured Reviewer]
Date Added: 12/14/2018 11:28:22

A Night in Seyvoth Manor is an adventure for 6th level characters written by David Flor. The adventure plays as a giant mashup of classic monster movies as the players venture into a large old manor and attempt to tame its horrors.

Spoilers follow. If you are planning on being a player, read no further, just know you should pick this up for your DM.

The adventure is an adaptation from David’s 4th Edition adventure of the same name, and it serves as an incredibly dangerous dungeon for those not prepared. Not only is it particularly deadly, it also has a points-scoring system and a real-world timer, making it perfect for tournament play at a convention. If you’re incorporating it into your normal campaign, there’s no need to score the adventure, but beware of the danger your players face.

Two girls have gone missing. As the players approach the large house, they have no idea what lays inside.

Players have exactly four real-world hours to find the girls before they are transformed into terrible monsters. This puts the players on their toes, and also works to fit right into a single game night.

Every place in this manor has a tactical map for it, meaning you’ll get to see, in detail, every bit of this place. From the entrance in the courtyard to the library, laboratory and grand ballroom it’s all there. As the book points out, just because it’s a tactical map doesn’t mean there WILL be a fight in every room, but it will keep players on their toes, leaving them guessing where the next threat is coming from.

The book also features small sidebars explaining the inspiration behind many different locations and creatures, which can help you determine how you will present each area.

So, let’s look at the adventure!

I’m not going to spoil many of the details here. Each room is carefully laid out, with a ton of detail and interesting choices to make. The graveyard features a haunting scene which descends into chaos as you are attacked by both a ghost and a Graveyard Golem. I’ve been wanting to do an encounter with a Graveyard Golem for a while, ever since seeing the one by Reaper, so this is the perfect opportunity, and a beautiful and terrifying encounter.

Encounters with werewolves and grotesque carrion golems follow. In the laboratory, you find a massive body stitched together, but missing its brain. On the shelf are rows of brains. Choosing the correct one will provide you with a Frankenstein’s Monster-like ally. Choosing the wrong one will cause it to awaken, turn violent, and fight the players. The way you figure out the right one is quite ingenious.

As you venture through the manor, you learn of its history and tragic downfall, leading to the final confrontation with Count Syvoth himself.

The adventure contains a ton of cards as well. Tons of new magic items to find within the house, rumors (both reliable and unreliable) as to what lies within the house, and even a deck of cards for a small mini-game to find your way through the hedge maze on the grounds of the manor.

I definitely recommend picking this adventure up. It’s the perfect adventure for a single session to really get the feeling of a classic monster movie.



Rating:
[5 of 5 Stars!]
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