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Cute story with lots of roleplaying and skill checks, with the possibility of combat if the players want it, or they can go the full ways through with only RP like many others this season.
The players caught all of the hidden references, I think, which works well. :) I like running your adventures for my group, they're all the right amount of whimsical for the folks I run for.
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Creator Reply: |
Thank you so much for the review! |
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Cute story, the "scary" parts are all a lot less scary and a lot more silly given the presence of marshmallow goats and chocolate chickens, but that's perfectly good for me.
The players enjoyed it a lot, it ran very fast (if the party skips some of the pieces of the farm, you're likely to run in less than the full two hours).
There was a bit of plot in the middle part that feels like something else should be there. :) Would be interested in hearing if there was something there before, or if there is a plan for the future.
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A fun adventure with an interesting little twist to start you out. :)
A little bit sandboxy in a good way, you have a chance to explore a new realm and gather clues. My players were able to hit every encounter with a non-combat solution (even if the "non-combat" solution involved a combat-related roll). I've been enjoying that aspect of Season 11 quite a bit, and this is a good demonstration of it.
As a side note, the layout was really clean and organized, making running a sandbox liket this rather easy. It also feels like there's a lot of room to run it a little bit longer or shorter, depending on what time you have available to run teh adventure.
Thanks again!
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A great adventure! Everyone had a great time. This one was a lot more sandboxy than the other two that I've tried of the introductory WBW-DC, which is not a criticism of either you nor them.
The other adventures told these very emotional stories, and guided you along.
This is a fun romp and a race in a totally unexpected way! You had all sorts of little details that the players picked through and checked out, and they made the story their own. That's a great sign, when there's enough that the DM looks at the adventure and tries to figure out "How exactly did this happen?" It all fits, but ... Not at all what I expected, and that's great.
We had a bunch of players riding rats that they spoke to through Speak with Beasts, disrupting a dinner crowd, and doing a little bit of everything in a chaotic jumble, laughing the entire time.
One statement, that is not a criticism, is that this one can be a little short if you have players that want to "get down to it." If that's what they want, though, that's what they can get. :) Because the players that want to roleplay and have a great time have plenty enough things to investigate and check out.
Thanks for a fun evening! So far every one of the WBW-DC-FDC series has been a great time!
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A really touching story! Thank you for sharing with us.
The end has another example of mixing non-combat and combat in a scene, to provide players with different preferences a chance to do something interesting in the encounter. (I did end up stretching out the combat a little, instead of having a good social roll from ending the combat, instead had it remove one of the combatants.) That felt perfect.
The middle part gave us a chance to have a non-combat encounter that felt dramatic, and gave the players a chance to roleplay a little in a non-traditional roleplaying encounter too. (The numbers work out weird if you have a larger party and a bunch of them fail, but luckily it's unlikely that too many will fail, and even if they do, typically it won't be a disaster.)
Everyone had a great time and I'm definitely going to add this to my regular rotation whenever we go back to in-person play at the store.
(and as a side note, every single WBW-DC that you guys put out in this batch has been excellent, Wonderia set the bar high and both this and Ember King were great.)
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The story is filled with timey wimey wibbley wobbly Feywild craziness, but it's a nice feel good story that my players definitely enjoyed.
The players really liked that in the midst of the "talk your way out of this" sort of skill challenge encounter, they still had the ability to ALSO participate with combat if they wanted. They wanted to make sure you knew that was a good touch.
We have several people that wanted to know the recipe, as well. :)
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Creator Reply: |
Thank you for taking the time to leave a review! I am glad to hear you all enjoyed it, to include the freedom to have combat if desired. Also, the recipe is delicious, so I hope you all enjoy it!! Yummy! |
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The adventure has a good story, I enjoyed the characters involved and was able to work in a few extra to help things flow.
The adventure felt a bit short for a two hour, this may partially have been my fault. I had a party that was open for negotiation, so I definitely let it work just fine, and they were able to work their way past one pure combat encounter by talking (one of the random rolls), but I think everyone enjoyed the fact that they were able to do that. :)
(In order to add a little more time, I put back in another one of the random complications in the middle, because why not?)
There was no "adjusting the encounter" for most of the encounters, which was fine. (We were effectively an average party, so I didn't need that). Most adventures, the "adjusting the encounter" sections feel a little arbitrary, so it's not a big deal that it was omitted, but it may help some DMs that have an especially weak or strong party.
I did have to invent a little bit of details to lead the party from the beginning until the end, the adventure seems to assume that the party knows how to get there, and I'm not sure if I missed it, but I re-read a couple of times.
But, we definitely enjoyed it, thank you for the adventure.
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Creator Reply: |
Thanks for playing and taking the time to leave a review! Glad you enjoyed it. |
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I just finished running this for the group, and I have to say I enjoyed it a lot. It started out with a little bit of comedy, had a little bit of combat that was laid out for the players in a way that lets them decide ... "What do you want to do."
And if they want combat, it provides. That was a fun and challenging combat, but the players appreciated the idea that there was a choice, they could maybe sneak by if they used tricks.
And then the end, I love the replayability of the end part, right before the finale.
And the finale, was dramatic and set a good scene, and gave the DM nice tools to play with the tension to make the players feel like it was a scene in a movie or a book.
I enjoyed it quite a lot, and the players did too! :)
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My party had a great time with this one, they really enjoyed the atmosphere of the adventure. Everyone totally bought into that feeling of staying the night in a haunted house. We ran online, and I thought that perhaps the VTT would take away from that atmosphere, but it actually worked perfectly.
The included maps were gorgeous and worked quite well for the VTT as well.
All in all, an excellent purchase and everyone enjoyed it!
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This adventure has a good plot going through it, which ties well into the hardback. Our group loved the various oppurtunities to roleplay, and I loved the artwork of the Chwingas as well as how they are a little unique compared to others.
We went through with all of the social pillar of play options, and they were all interesting interactions. There was the end combat, which was dynamic and interesting. We did have a near TPK, but that was mostly a combination of my fault and bad dice. (I had the first two parts balanced as "weak" and the party overpowered the encounter, but the last part I went with just "average" and ... that last part is pretty tough for a first level party if you use the most logical action in your first round.)
I recommend this adventure (in fact, I did recommend it after the game, telling folks that they should pick it up to read the extra lore and the drawings.)
:) Great job!
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This is another in the "cabinet of adventures" that gets pulled out when we need a good tier2 adventure but have nothing planned.
There's a lot of replayability because of the various "choose from this list" type of encounters, and it also lets you customize it based on the players you have at the table. If you have PCs that will have a blast diving into the puzzle and skill challenge, you can even add in a few extra. There's some simple slugfest combats so that you can challenge your players that love the tactical side of the game, and you can even get some surprising RP as your players can discover weird politics between two different sets of foes (and if they're good, maybe even play them against each other).
I put this in my "low energy when I arrive, but great payoff" category. It's easy to pull off a great session with it. Sometimes when I come in to run games for our playgroup, I've had a rough day and I kind of want to fall back on something familiar that I know that works, and by the end of the evening I've had a blast and the players always have too.
And the end combat is a challenge, and the reward... one in particular is the sort that even players that have been through it before will play it again for their chance at it.
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This is one of the most requested modules in our local playgroup, plenty of people will play through it multiple times, and there are lots of stories in the group about "Remember when ..." and it's always some OTHER detail of this adventure. All marks of a fun story.
The Scooby Doo aspect is always brought up, half the time they just refer to it as "THE Scooby Doo adventure," so it lives up that goal.
I've run it at least a dozen times, each time it's a little different, sometimes VERY different. The unmasking at the end usually ends up with the right person, but pretty often they still end up with the wrong person. (Which is a good sign, in a mystery you want it to be just questionable enough that there's a point to continuing to look for more clues.)
The combats are hard, especially if the DM doesn't hold back a bit. I can't remember if this was mentioned in the adventure, but I've heard that the possessed enemies aren't using their FULL abilities at various points, but sometimes if I find that the party is having too rough of a time of it, I'll make sure to continue to hold back. You don't want to cream the party, so be cautious. It's VERY easy to use the monsters to challenge that party that plows through everything too. Just be careful, the guidelines for balance are not the only thing you have at your disposal as a DM.
:) So summary, 5 stars, recommend highly, lots of fun!
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I have run this at convention a few times and for my local playgroup a few times.
It's a very flexible adventure, if your party would like to do a dungeon crawl-esque slugfest, sure, have fun!
Want to do some RP with some unusual creatures, definitely can do that too! It's a ton of fun to RP as Wymtoven, a perfect excuse to enact a REEDEEKUULUSSS ACCENT.
Definitely recommended! :)
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This is one of my favorite adventures and a go-to for when I am introducing new players to the game.
It does start out with combat, so it gets the players involved rather quickly. But almost immediately, you are introduced to situations that can be solved with roleplaying. I love having that in an adventure for new people, because they can see the different styles. (What the newer adventures make a point to label as the "pillars of play.")
There's a lot of silly fun, and it's enhanced if you're willing to go all-out with the silliness as the DM. It's completely an excuse to be overly enthusiastic and get a little loud and every time I've run it, that has paid off.
The contest in the adventure especially pays off if you mostly adlib the descriptions, and maybe even fudge the stats a little so that its more of a nail-biter. (You can certainly keep track of the "real numbers" ... but nothing says that your descriptions have to correspond exactly to the rolls. This is one of those DM adjudication moments.)
Players get real involved in that part, and it helps to make it seem neck-and-neck as much as possible.
And it's fun to see how DIFFERENTLY each table handles the ending.
I recommend this one highly.
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This adventure is a FAVORITE of our local play-group. It's a tightly packed two hour story for tier one, which I am always in need of. (I'm going to try to avoid major spoilers, but there are some minor ones contained here.)
It also serves as a great introduction to season five, specifically the town of Parnast which is the shared setting for the tier one portion of the DDAL05 series.
It makes the good decision to have you be new to Parnast so you can learn about it along with your character, you get introduced to Azam, the caravan-master and Hsing, a golden psuedodragon. Both characters make appearances in other adventures, so you get a nice introduction there. You're going to be travelling across the Anauroch desert.
This happened right during season five, where the campaign in general shifted location. I have a big map printed of the sword coast which includes the Moonsea over in the corner, and ... Once you see the scope, you can't appreciate. I point my hand up at the far right of map, "you're starting out here..." and then wave my hand "and going alllllll the ways over here." And in this huge map is this IMMENSE expanse of tan. The map is big, but I can do this hand gesture from across the room and people can see clearly, it's that big. (and enough players in our group have gone through this adventure that ... People know when I'm running this one.)
Apart from the fact you're in this caravan bringing necessary supplies across a wasteland, it is open-ended. You can insert colorful things throughout, and the adventure encourages that. You have DAYS of travel, and the events are open-ended when they happen. But, the wasteland allows you to keep things from getting lost, they have a GOAL and they get invested in having this caravan arriving safely.
Also, the encounters give you options for what to do, for instance one of the early encounters gives you one circumstance for what to do if the players set up watch AND succeed at a perception check, and another for if the fail. Another encounter/hazard (based around skill checks and saves) is even more open ended, giving you the ability to invite the players to describe what they want to do to help the caravan. (the text literally encourages you to work with the players to find creative solutions, I love that.)
In the old rules, one of the encounters had the number of successes or failures determine the gold reward at the end, the newer rules don't have that option, but it speaks to the strength of the story that I haven't seen the players change behavior at all.
EVERYONE gets invested in doing everything that they can do to save that caravan, they FEEL those losses. I've run it Sooooo many times, and yet it never fails, people get invested.
The final encounter has a flowchart for what happens depending on players choices, making sure that they still get an exciting outcome but still providing the ability for their choices and rolls to make a difference. This is much more common in season eight, but I love this ability to have the adventure be just different enough from one table to another.
There is an optional encounter in the middle, I have never run it! This is a good thing, the adventure gives you this encounter to help with pacing, if everything goes super quickly, you can add this to help fill the two hour slot, but I always have the RP and skill challenge fill up time just about perfectly. This adventure fills the time RELIABLY, if I have my watch handy I can keep pace and the players engaged without fail.
Finally, at the end you have an interesting story award (everyone remembers the caravan master's name, or at least they can recall it when I mention "Caravan Master"), a decent unlock that makes some people happy, and they're in a new town.
And I am always asked at the end by someone, "When are we playing the next one?" Isn't that the mark of a great introductory adventure?
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