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I picked this up as a fan of DM David's blog, and it's a really smartly-designed adventure. It took me a while to get my head around the back story (and if I have a criticism of the adventure, then it's that a few parts could have been more clearly explained), but once I did I thought the set up was really cool (I particularly liked the use of the simulacrum, who later becomes an unwilling opponent of the PCs), and that all the ensuing locations were suitably epic for this tier of play. There are some great descriptions that help bring some of these high fantasy destinations, like the Abyss, to life (which is not always easy to do as a DM).
I also liked the fact that the author has allowed for the players follow different leads at different times, and there's some built-in flexibility to the scenario that will allow DMs to give players the initiative and not railroad them in a certain direction.
Good combats are near-essential for a great D&D adventure IMHO, and Battle Walker comes with several memorable fights, including tactics that the monsters will use (again lifting some burden from the DM. It's not always obvious how to run high level monsters with lots of powers).
Overall the adventure ticks all the boxes you'd want from high level play, namely challenging extra-planar locations, big stakes and worthy adversaries.
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I originally picked up this supplement for free, but have just gone back to leave 5 dollars because anything less would be theft!
Windsong is up there with Eberron as one the most original D&D settings I've read, while still feeling like a place that could easily inhabit any classic Forgotten Realms style campaign setting. There's so much lore and intrigue, and countless cool features (locations, NPCs, factions etc) for DMs to leverage and PCs are going to feel like they're in a very unique place.
The accompanying adventure is a smart way to introduce players to Windsong, by having them framed for a murder by the Bloody Marys faction and having to travel to this tree village of refugees and outcasts to find out more and bring the real murderer to justice.
This product is a boon for creative DMs in particular, who will enjoy leveraging all the adventure hooks the lore brings up (ideas constantly spring to mind while reading it!).
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5e player here, and while I won't be adopting all the rules presented, I liked the way darkvision and critical hits were handled in particular. Meanwhile having some cool dungeon hazards all together is useful for those who use a DM folder/screen (can print and keep handy) and the generator tables at hte back are really cool. Well worth picking up!
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This is a little gem of an adventure, with a charming wintry, botanical theme.
Players first meet the cast of the town in Boscage (the fate of which is governed by the warring factions of the Oak & Thorn families) in a lively, dynamic tavern-based scenario, and then - after a night likely spent in the cells - they must entangle the settlement's back story to avoid tragedy.
I love adventures with a strong back story, and in addition to that there are plenty of vivid NPCs, amusing social encounters and loads of cool bits of flavour, such as a mechanical purple worm (a parade item all too capable of catching fire or going awol!), and a talking undead giant goat's skull for example.
After a fair bit of social interaction (/ intervention) and an investigation, and navigating a maze full of awakened trees (each with different powers), the heroes should end up at a dungeon (crypt), guarded with thematic botanical riddles, and then face a fun array of Christmassy baddies (the adventure doesn't take itself too seriously... as evidenced by the Steamed Pudding, steam powered pudding on legs gnome-built mech!) before a final face off to resolve their quest. I think each stage of the adventure works really well.
If I have a little gripe, it's that I would have placed the "Meet the Cast" chapter at the start of the adventure as I think it would make sense to know the NPCs first, as I was left scratching my head once or twice before getting to the end, where a couple of things were cleared up. I'd just advise DMs to read that first, and problem solved. Some of the skills checks might be a little too easy as well for a well-optimised larger party, but that's maybe down to personal preference etc.
Overall totally awesome, and well worth supporting this PWYW product with a couple of dollars at least IMHO!
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One of the best adventures I've read on the DMs Guild, Smashing Pumpkins is a really atmospheric romp into a rural idyll that draws heavily from classic films like: Wicker Man, Hot Fuzz, Sleepy Hollow - and various other stories in which the heroes are thrown into isolated communities, where not all is as its seems.
Sinister scarecrows, poisoned pumpkins, harvest festivals, haunting wails and strange disappearances provide for some of the story's atmospheric elements, with the ominous presence of a Cthulu-esque Elder God hangs mysteriously over the village. The story of the local cider and the two sisters it's named after, is a fantastic mystery to unravel!
Aside from the pulling together some really evocative story elements, and providing heroes with a colourful cast of NPCs to interact with, the adventure enjoys the ideal, modern 5e design: the structure of the harvest festivities providing rigidity and impetus, while the village (and its environs) forms a sandbox which the heroes can explore, solving mysteries and picking up clues and info as they go, before the climactic concluding events.
An adventure flowchart is a really useful tool for envisioning and planning the adventure, as are attractive DMs' (keyed) and players' (unkeyed) maps.
Those are the pros!
On the cons side: the layout and art are functional rather than professional, while the author doesn't religiously conform to 5e style guidelines / presentation. If you're not bothered by those superficial details, I think you have a very fine adventure on your hands!
Disclaimer: I was given a complimentary copy of Smashing Pumpkins, pre-publication, and invited to give any feedback / suggestions on possible improvements, most of which simply consisted of making things clearer (as the story arrived on my desktop in fine form already!) and adding some handy tools, such as the aforementioned adventure flowchart.
Conclusion: Absolutely belter of a 5/5, and better than many professional adventures, this storyline is full of the author's love of the countryside, with so much scope for the players - and the DM! - to have a tonne of fun.
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This is a really cool concept that allows new and young players to jump into the game without getting bogged down in mechanics and back story. Fireside conversation encourages newbies to 'feel out' what roleplaying is, while developing their character concept. Next the Harpers training camp is a cool excuse to throw some different challenges at the players, each designed for them to test out how different aspects of the D&D mechanics work. The adventure itself is solidly conceived and fun to read (some lovely comedic touches) with a variety of challenges for a well rounded intro into the game, as well as some memorable NPCs, such as the Harpers 'drill sergeant' (as he seemed to me!)... but the greatest value for me was the adventure's approach and this is something I think can be repackaged whenever someone says to me 'i wanna learn how to play D&D'!
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Creator Reply: |
Thanks, Duncan! I'm happy you like the concept. |
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This template is a fantastic headstart to a great looking product that is going to save you so much more in terms of time than it's meagre cost!
(Sidenote: Affinity is a great programme and easier to use than I had anticipated. A couple of tutorials and you're in business. If like me you don't want to be lumbered with a monthly payment to our friends at Adobe I can recommend it).
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One of the best titles I've read on the DMs Guild, this is a really well thought out extension that maintains the style - and inventive quality - of WOTC's Dragon Heist.
It's not for absolutely everyone perhaps, because you have to be prepared to convolute the already complex WDH plot further, but if you're a DM who loves a twist, on a twist, on a twist, then you'll love this product, which sees a demonic cult try to get the better of the Cassalanters and Asmodeus in the storyline's end game.
One particular highlight of Cruel Summer is that initial investigation that sets things in motion is top drawer and IMHO better than the official WDH investigations, in that there are multiple well laid clues for the PCs to follow up on, rather than the one railroaded / bottlenecked clue you sometimes got in WDH.
Also the final bathhouse location is really great - and something you could also repurpose (it comes with a functional map).
A comissioned cover (I assume!) and original interior artwork (black and white) give this a professional feel (the maps are a bit homebrew, but functional as I say!), and the author's love of, and knowledge of, the WDH storyline shines throughout the product with constant interplay and reference of WDH NPCs etc.
Overall very impressive work. If you think you might it from the description, then you will love it.
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So far so good! The supplement delivers on its promise to add detail and depth to the whole of Trollskull Alley, building on the handful of businesses that are detailed in the official Dragon Heist adventure.
What I like most about the product so far is more than just a lorebook for flavour, there are workeable adventure hooks in here, for example the fact that one of the party's disreputable neighbours is spying on them is something you can easily use to enchance the adventure.
Some other hooks work more like side quests (much like the faction missions in the official book), if you want to break from the main narrative for a session or two.
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This chase scenario contains plenty of original encounters, and is well written and keeps a very lively pace. For that reason I think it would work especially well as a one shot adventure, over two sessions. Especially as the adventure presupposes a back story that might not fit into PCs made for a campaign (backstory could be adapted easily enough however if you did want to fit it into your campaign). Some of the fights look too tough for a 1st level party, especially back to back, so maybe something to be aware of. I'd recommend it more as a 2nd level adventure.
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A lot of creativity has gone into this archetype and if you’re looking to play a Rogue with new potential to those listed in the Player's Handbook this could be just the product for you.
I wrote a full review on my blog.
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