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This is not a game itself, but a modification to games of a particular subgenre (think OD&D or B/X) so that the math allows a single adventurer to play through older modules. If you like this, take a look at Scarlet Heroes by the same publisher, which takes this and builds a complete game around it.
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DISCLOSURE: I received a free hard copy of the book from one of the authors at a convention. I have since purchased the soft copy as well, though.
I have run or played all but the final (tier 4) adventure in this book, and enjoyed all of them. These adventures dig into the older Forgotten Realms lore but tie it to some of the recent events in the Moonsea. It's been fun running these for my AL groups.
In particular, I like how some monsters are reskinned in flavorful ways. The emphasis on elves also gives the whole thing a theme that will appeal to a lot of players. However, the maps are very low quality and feel like they were drawn in about 5 minutes each. If you're using a virtual tabletop like Roll20 or similar, you'll probably need to create them from scratch.
If you're playing AL -- especially if you've played through the Season 3 DDEX storyline -- then this is a great addition to your shelf.
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Do you like dinosaurs? Do you like the undead? How about undead dinosaurs?! Then this supplement has what you want! For bonus points, the monsters are AL legal for your Tomb of Annihilation organized play campaigns.
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I really enjoyed running this for my AL group. It took about 8 hours total for 3-4 players plus the DM. The third section (in the village of Broken Dreams) is on my list of favorite bits from any written adventure ever, as it really encourages the DM to dig into the adventurer's personalities, fears, hopes, and flaws. The fight at the end is a real killer!
I didn't like most of the maps, however. The one map from Dyson Logos is very nice, but the others were so sparse as to be unusable for me. I built my own in Roll20 instead.
The module takes some time for the DM to read, digest, and prepare, but it's well worth it if you want to give your group a quick tour of the new lore about elves in Mordenkainen's Tome of Foes!
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I found these really useful midway thru Out of the Abyss. I used the throne room map in Roll20 for an encounter with King Bruenor and some, uh, "friends". Then I used the main city map (the one on the cover) as a handout to the players as their own not-to-scale visualization of the structure of the city. It gave a feeling of verisimilitude rather than the traditional top-down navigation view. Really well done!
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Creator Reply: |
Awesome! nice to hear the map served as a cool hand-out. |
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This is everything you need in a setting book, with nothing you don't. Krevborna starts off with four pages each on major locations, complete with important NPCs, example names, example quests, and encounter tables. Locations of lesser importance get two pages. Then you have material on player characters, religion and magic, and factions. The book wraps up with some succinct guidance on Gothic themes, adventure creation, and a bestiary.
Note that Krevborna is system-neutral, although it does include some suggestions on making it work with D&D 5e. You could use other systems without any trouble, though.
This is a setting book that invites the DM to make it their own. Krevborna encourages you to build and create, but it provides enough substance that you could sit down and run a Session 0 without too much trouble.
I do wish the map were a bit more legible, and a bit more interior art would have been nice. But those are small complaints and they don't take away from how much I enjoyed Krevborna.
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Exactly what I needed to flesh out some of my dwarven cities! Provides enough to spark an improvised encounter without getting heavy into the mechanics that will bog me down at the table.
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Very useful set of traits and flaws and whatnot for creating NPCs. You could tweak this pretty easily to fit other types of intrigue, too...
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I have run Goblin Gully at least four times for different groups. In its own way, this is a more polished product than Dyson's Delves I, though of course less so than Dyson's most recent works. But there's so much gusto in the creation here that you can't go wrong starting from this!
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I raid this regularly for ideas to use during game prep. The PDF could be linked and indexed a little better, but the content is fantastic. Just spending an evening reading it will give you more to work with than you could feasibly use in years of gaming. You will definitely find a plot - really, many plots - that work for you and your group, no matter your playstyle or preferred game.
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It is exactly what it says it is - which isn't much, but to be fair it doesn't claim more. Depending on your play style, a list of names could be useless or maybe the most useful thing ever. I would have liked to see some sample personality traits, ideals, etc. to go with it, or at least some physical descriptors and mannerisms.
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If you're running AL games in the Tomb of Annihilation storyline, this is probably handy as pre-gen level 1 characters to hand to new or unprepared players.
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Creator Reply: |
Thank you for the review! |
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So much better than the stuff found in the original module. If you're running DDAL07-02 on a virtual tabletop like Roll20, this is just about a must-have!
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I have used several portions of this to great effect in various D&D games - including Fifth Edition! While perhaps not as technically proficient as Dyson's more recent work, there's a gusto that shines through even in these older products. Definitely worth the time!
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A fairly linear set of combat encounters, blandly spiced with some minor exploration in the "dungeon". The only reason I ran it at all was because of the way it ties the first and third parts of the trilogy together. Otherwise, would not recommend.
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