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Experienced this as a player and found it a lot of fun! The opening encounter was an interesting and dynamic way for the PCs to meet each other. The intrigue around the "blue wine" and the villains (and the unexpected effects of their combination) made for a wonderful adventure. Skimming through the PDF after the fact revealed distinct and top-notch graphic design.
Looking forward to the rest of the series!
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This whimsical Feywild adventure is top-notch. It is entertaining to read let alone play, and has adorable, colorful art and maps (and rabbit puns). But what really makes it stand out is how the three (optional) educational lessons are included that bring out the themes and choices in the plot. Why didn't I have a teacher growing up that used D&D to teach and encourage critical thinking!?
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Love the comedic vibe of this adventure. Characters get a very different goal than normal. (Cover up and/or handle various mishaps to save an inn and its employees from a failed inspection.) As all inns should, the one in this adventure has a unique and memorable feature (a tree growing through the center). Great characters and maps. Fun!
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As a DM, it is always useful to have locations, NPCs, and plot hooks available to grab and roll with when the party decides to go a direction I didn't plan. Or when I am planning, but have writers' block or limited time. For me, each chapter in this supplement gives just the right amount of info to use on the fly while still leaving enough room for me to riff off of. These are originals set in the Forgotten Realms with references to "official" places, deities, etc., but they are easy to transplant wherever you'd like. Bonus points for the clean, magazine-like layout!
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I love the theme and mythic (Biblically-inspired but imaginative) feel of this adventure! There are 8 encounters included (mostly combat), but depending on the path the party chooses they will face 3 or 4 of them. I like that the author has done a great job on recommending how to scale the encounters for as few as 2 to as many as 10 players. (And if needed these same adjustments could make it easier or harder as appropriate for your particular party.)
Minor note that the scripture given is listed as NRSV when the text is NIV.
I would also love it if the fantastic maps included in the PDF (including the one showing the possible paths to The Ark/The End) be also included as individual PNG files suitable for printing or VTTs.
But this is a great adventure with memorable villains! Save the tortoises!
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Creator Reply: |
I am happy you like it!
Thank you for the catch on the translation, I will update it.
Adding the maps at full resolution would be a GREAT idea! I will have to research how to do that. :)
Thank you for the review! |
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I have uploaded and made public the maps! Hopefully this will work for you. If not please let me know. I have also added maps to UNITE Adventures: Pigs of Gergasa.Enjoy! |
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These are fantastic, and the DMs Guild product I use the most!
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Beautiful regional maps! (Note these are not zoomed in enough to be battlemats, nor are they intended as such.) Highly recommended as player handouts and/or for the DM's reference. I especially like that while all include Saltmarsh, they are at different scales so as to include more or less of the surrounding area. Be sure to pay the creator something for these if you can afford to, because you can tell a lot of love and effort were poured into making them.
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Note that I have only read this and not yet run it. But it has an original theme and looks like a lot of fun!
Spoilers: Stop reading now if you hope to be a player before DMing! I love that, through its original cult and Sleepwalking mechanic, it basically allows you to fight a zombie apocalypse that doesn't allow turning undead, but does allow for a happy ending! Brilliant!
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A great, compact oneshot with refreshing premise (save a wedding in a floating castle... and the castle itself)! As a DM, you will need to improvise a bit. Not because there aren't enough details, but because there are so many possibilities in such a setup that players will likely surprise you. (In a good way!)
For a slightly longer session, this pairs well with the encounter Royal Icing by the same authors, which can slot seemlessly within.
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This is a fun adventure that takes full advantage of the Dragonlance setting. I must admit that while a fan of the novels, I have never played a Dragonlance adventure before... but this make me want to! I love the atmosphere of playing in a hostile, occupied land and being a part of the heroic resistance in a fantasy world. I also love how this adventure has meaningful choices for the party to make that will have an impact.
Note that this is the first in a series, and obviously follows the Dragonlance: Shadow of the Dragon Queen hardback. So do not expect this to provide sufficient background or closure on its own (without work from you). So I look forward to more, please!
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A wonderful and atmospheric seaside adventure, gorgeously and efficiently presented! Immediately purchased this after playing it as a player.
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This is great! A simple yet entertaining little adventure, written with new players (and possibly DM) in mind. There is a nice "How to run this adventure" section, large headings, very simple labeled maps, and all of the needed creature stat blocks. (For adversaries. The few NPCs mentioned are left to the DM to stat if they want, but chances are that won't be necessary.)
And one of the best features is a collection of 10 ready-to-play 1st-level pregenerated character sheets. Complete with documents with the full text of the spells for the 4 spellcasters! That alone would be worth a buck or two. This really should be at least Pay What You Want. I feel guilty that it's free!
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This is an amazingly helpful resource! TTRPG creators often (and rightly) focus on writing, editing, artwork, and layout. But proper testing (and changes based on it) can be the difference between a meh product and an awesome one. And this is the best document I've seen that tells you, in detail, how to test efficiently and productively. Highly recommended!
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I love both the concept and execution of this. It is very frustrating when spells have no effect. (Even more than a miss with a martial attack, as martial classes generally have multiple attacks per round.) I expected an unbalanced solution, but was pleasantly surprised. Bad misses (total failures) can still happen (when the target exceeds the save DC by 5 or more). And spellcasters do not get to cast the reliable versions of all the spells they know all the time. Instead, feats, magic items, alternate class features, etc. are needed to cast the reliable versions for a subset of spells or for a limited time. Works for me!
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A short but complete adventure that cleverly evokes the feel of a town beseiged by lycanthropes, while still being appropriate for characters that are too low-level for "the real thing". And yet the threat is real. And because of the cult, a later lycanthrope adventure could easily be tweaked to become a sequel when the adventurers are higher level. Recommended!
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