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Thank you so much for fixing this version with only the needed info.
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Classic cool investigation adventure, suitable for new DMs and players (and experienced ones!).
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I ran 6 out of the 7 adventures, most of them two or three times, online and physical.
I liked the adventures and the thematic setting. I strongly advice running with bonus objectives, and if not, at least reading through them and make sure important information is included in the running. My 4 out of 5 rating here might just be a bit higher if I'd done that.
Due to my capacity limitations I ran all the adventures with bonus objectives, which made some of them feel a bit lacking. That said, each adventure offers an original twist to some challenge or another, and most of my players enjoyed the ride. More or less literally.
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The adventure offers an end to a trilogy that should have been a single 4 hour adventure, in all honesty. This one mainly consists of two or three combats, depending how the DM chooses to angle it and what the characters do. And the last combat is largely dependent on which characters makes the first save. It's good for a simple couple of combats and a nice reward, but the story is not terribly coherent.
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A nice Feywild Jaunt, including a balance between exploration, combat and social. The adventure feels very complete when running in two hours, and it's worked out well for me having run it a few times by now.
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More kobold fun in Icewind Dale! This second adventure in the trilogy offers a different angle on the kobolds than the last one. Depending on how much kobold shenanigans you are open for the game may easily run long, but it's worth the time!
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I have ran almost the full series by now, for two or three different tables. Due to limitations I only run 2h adventures, so running without bonus objectives, and this is reflected in my reviews. I have realised that some of the adventures are definitely better with the bonus objectives included. If I were to re-run the series now, I'd include the bonus objectives and rather run all the adventures across two sessions.
The information about rewards and payment is reflected by the season it was written in, so this has to be adjusted to current rules.
I found all the adventures in the series to have some kind of twists for the story and playing it out. Some were good, some less so. Again, I expect some of the twists work better with the bonus objectives included.
Also, beware that if you are not running the bonus objectives, you should still read and know the content, as it is often relevant for later adventures and the narrative parts that replace the bonus objectives. I didn't discover this until quite late in the series, having failed to give my players some relevant information.
This adventure is very disconnected from the rest of the series, apart from the connection to Zim van Zeam. I found it very hard to hook up the characters to be in/come to the village in the start of the adventure, and the motivation for the whole mission is a bit loose. This is probably also an adventure that benefits from including the bonus objectives.
The most interesting part of this adventure is the ship battle, but again it takes clear messages from the DM to make the players focus on defending the ship and not counterattack. The ship attacks also takes time and focus away from the characters and the actual battle, so I ended up skipping that after the first run of the adventure.
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I have ran almost the full series by now. Due to limitations I only run 2h adventures, so running without bonus objectives, and this is reflected in my reviews. I have realised that some of the adventures are definitely better with the bonus objectives included. If I were to re-run the series now, I'd include the bonus objectives and rather run all the adventures across two sessions.
The information about rewards and payment is reflected by the season it was written in, so this has to be adjusted to current rules.
I found all the adventures in the series to have some kind of twists for the story and playing it out. Some were good, some less so. Again, I expect some of the twists work better with the bonus objectives included.
Also, beware that if you are not running the bonus objectives, you should still read and know the content, as it is often relevant for later adventures and the narrative parts that replace the bonus objectives. I didn't discover this until quite late in the series, having failed to give my players some relevant information.
This is one of the better adventures with interesting twists, letting the players take over and play some of the drow. However, without the bonus objectives, too much of the time goes to handle the drow, and very little play for the player characters. I would suggest preparing the players for this, sa I experienced some disappointment. A return to the mine from the first adventure gives a good connection, and also of course working with Zim van Zeam again.
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I have ran almost the full series by now. Due to limitations I only run 2h adventures, so running without bonus objectives, and this is reflected in my review. I have realised that some of the adventures are definitely better with the bonus objectives included, and this is one of them. If I were to re-run the series now, I'd include the bonus objectives and rather run all the adventures across two sessions.
The information about rewards and payment is reflected by the season it was written in, so this has to be adjusted to current rules.
I found all the adventures in the series to have some kind of twists for the story and playing it out. Some were good, some less so. Again, I expect some of the twists work better with the bonus objectives included.
Also, beware that if you are not running the bonus objectives, you should still read and know the content, as it is often relevant for later adventures and the narrative parts that replace the bonus objectives. I didn't discover this until quite late in the series, having failed to give my players some relevant information.
Running this adventure without bonus objectives either leads to two large combats with full rests between, and little else, or one large combat, and a challenging travel section with losing freed slaves to madness. It should be made clear to the players what is happening there, and the best they can do is to keep as many as possible safe. It also challenges the DM to get creative with madness effects to counter the skills of the party.
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I have ran almost the full series by now. Due to limitations I only run 2h adventures, so running without bonus objectives. I have realised that some of the adventures are definitely better with the bonus objectives included. If I were to re-run the series now, I'd include the bonus objectives and rather run all the adventures across two sessions.
The information about rewards and payment is reflected by the season it was written in, so this has to be adjusted to current rules.
I found all the adventures in the series to have some kind of twists for the story and playing it out. Some were good, some less so. Again, I expect some of the twists work better with the bonus objectives included.
Also, beware that if you are not running the bonus objectives, you should still read and know the content, as it is often relevant for later adventures and the narrative parts that replace the bonus objectives. I didn't discover this until quite late in the series, having failed to give my players some relevant information.
This adventure gives a very interesting insight into one of the drow houses, and is also one of the adventures where bonus objectives really should be included to flesh out the adventure. Having to deal peacefully with necromancers can be challenging, and may also lead into fun situations.
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I have ran almost the full series by now. Due to limitations I only run 2h adventures, so running without bonus objectives. I have realised that some of the adventures are definitely better with the bonus objectives included. If I were to re-run the series now, I'd include the bonus objectives and rather run all the adventures across two sessions.
Also, beware that if you are not running the bonus objectives, you should still read and know the content, as it is often relevant for later adventures and the narrative parts that replace the bonus objectives. I didn't discover this until quite late in the series, having failed to give my players some relevant information.
This first adventure is one of the best in the series, and it could easily have been split into two adventures in itself. The first half on the surface and the second half in the Underdark are very easy to split into to separate sessions. There are interesting interactions, although I did struggle to motivate some of my players to participate in this without haggling for payment.
The information about rewards and payment is reflected by the season it was written in, so this has to be adjusted to current rules.
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Creator Reply: |
Thanks for running, and appreciate this review and those left for the rest of the series! The use of Bonus Objectives was a mandatory requirement for creation of adventures under this program at the time, so there is some play with different integration of them between the adventures. |
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This is not a standalone adventure. It can be worked around to make it a standalone, but it feels very much like starting in the middle of something, and I definitely wouldn't recommend running it without at least reading the previous trilogy. It is not very well written or structured in information, but then I am not familiar with the requirements for CCCs at the time.
The encounters themselves are interesting enough, and you can always pretend that the last battle is the BBEG if you want. A single monster, no matter the CR, is not a very good match for a T2 party though, and the adventure will run well over time if you do all the encounters.
This should never have been a trilogy, but worked through and merged into a single 4-6 hour adventure.
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This is not a standalone adventure. It starts right from the ending of the previous one with little introduction or reason to be there, and ends after the last combat with new doors opening to the final adventure. There is no story to it, and feels rather meaningless. It is not very well written or structured in information, but then I am not familiar with the requirements for CCCs at the time.
This should never have been a trilogy, but worked through and merged into a single 4-6 hour adventure.
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I got to playtest this. I love the author's ability to create personalities and fun complications. Kind of "classic" D&D, but still feels new and interesting. Looking forward to more!
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A good combo of roleplaying, skill challenges and combat. An easy run that I may do again.
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Creator Reply: |
Hope you had a good time! Thanks for running it! |
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