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A very solid adventure with a good mix of combat, exploration, and puzzles. Perfect for the holidays!
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A very fun and whimsical adventure! Updated in 2024 with bonus fall-holiday themed encounters!
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An interesting concept but a couple things need to be noted. First, you really need to play the previous adventures to enjoy this. Don't do this as a one-off. Second, there are powerful rewards that you borrow but don't get to keep after. Make this very clear to the players. Finally, I would have appreciated if there were more ideas for how to balance the final encounter on the fly. This is definitely not for beginner DMs.
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Creator Reply: |
Thanks for your comment. I do have that it is best played after the other parts of the series in the blurb. I will see what I can do to make it stand out more. |
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I played this adventure online, and it was some of the most fun I've had in a while. Best run with a group that lives using their abilities in creative ways.
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I had the pleasure of playtesting this adventure with the author. It has a good amount of fun investigation and roleplay culminating in some challenging battles. Overall a very fun adventure!
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I ran this with an online group. It was overall very fun and very creative, but there were some issues:
1) The adventure is very long for a two hour adventure. We took closer to 3 hours even with speeding up combat.
2) The rules of the actual race are very complicated. The player turns during legs 1-3 of the race take a very long time and take several rounds to get accustomed to.
3) The rules around Bashing are not well described. One player tried to grief the other players by saying his attacks deal 3d8 damage to the other players and reduced the target's speed to 0 instead of his own speed. This interpretation caused quite a bit of grief before the other players challenged him. It would really help if this was clearer.
4) Some parts of the adventure say the hamsterballs have 22hp, others 25. It would be nice for this to be consistent.
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Creator Reply: |
Hi thank you for the review. For the length, 2 hours is based on the DM being familiar with the racing system. On your first run it may be expected to be a bit long. Each time you run it you should find you shave off time as you are more quickly able to field issues, like this strange interpretation of the bash attack. My runs came in around 1:45-2:15 in the final form of the adventure. It is definitely a full 2 hours of content.
I will look at the wording of bash and try to see what they misinterpreted, but that sounds like an antagonistic player, which may not be correctable by rule clarification. That also could explain some of the additional time issue you ran into.
Thank you for the catch, space hamsterballs have 25 hp, space hamsters 22, ill upload a correction in the near future with that and a few other minor corrections |
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An adorable and whimsical goblin adventure. What more could you ask for?
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Brian Balagot is known for his adventures with epic scale and challenging combat. This adventure is no exception. A solid start to the Forgotten Realms DC program!
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I ran this adventure twice on Discord. A really unique adventure with very interesting social encounters. Having multiple possible endings gives it a bit of replayability.
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A very well written adventure. Lots of intrigue and puzzle solving between combat encounters.
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I had the opportunity to play this at Gen Con. It was a thrilling adventure will lots of action and atmosphere. Knowing the inspiration helps but is not needed.
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I ran this adventure with my group that was doing Phandelver at the time. They all thought it was a great time! The lighthearted nature of the adventure was a refreshing break from the seriousness of the hardcover. If you like goblins, this is a must-play!
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I ran this as a epilogue to Descent Into Avernus. I highly recommend running this as a 4-hour adventure, since it adds a lot of exploration as well as a fun chase scene. The adventure itself is very fun, with lots of combat, puzzles, and exploration. My only critique is the layout of the module itself. There's more scenes than you can possibly run in a 4-hour slot, and they aren't presented in the order in which you are supposed to run them. As a result, it defintely requires more prep on the DMs side to determine which parts of the adventure you want to run and what order to run them in.
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I ran this adventure for my home group. It's a good mix of challenging combat and fun exploration scenarios. There is some horror elements so you'll want to use safety tools with this one. I especially liked the body horror elements that come into place whenever someone uses healing magic. The only complaint my players had was that there are a lot of status effects to keep track of in the final fight, making it very challenging mechanically to run due to the bookkeeping (for example, one character was stunned, restrained, and paralyzed at the same time and was making 3 separate saves per turn to end each one).
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An extra diversion (and extra loot) for an AL game set in the Nine Hells. I've only played the Tier 4 and it is a fun social encounter, though it could have easily turned into a challenging combat.
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