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Hunted! (Fantasy Grounds) $5.95
Average Rating:4.6 / 5
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Hunted! (Fantasy Grounds)
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Hunted! (Fantasy Grounds)
Publisher: Dungeon Masters Guild
by Gavin R. [Verified Purchaser]
Date Added: 01/04/2019 01:26:47

This adventure was a lot of fun for my group. It is great for new DMs with a lot of helpful advice and well written narrative.

The story is simple but compelling, players have a variety of options for tackling the challenges presented, and as a result it has replay value for groups who might want to try it differently. As a DM, I have replay ability because it works as traditional fantasy or as a solid horror story too. There are a good number of new monsters in the book and they are quite memorable.

With that said, there were a few areas where I would do things different if I had it to play over. There is a cabin surrounded by 8 monsters that each use a save-or-unconscious attack every round. That is 8 chances for your PCs to lose at least 1 turn every round. This is overly lethal and really, unconsciousness is not fun for players since they end up skipping turns and possibly being auto-critted when they cannot do anything. Using other effects like a slow that becomes restrained then paralyzed would still give players the chance to act without making the encounter any less scary or changing the nature of the monsters in question. A couple of my players did feel cheated out of actions during this encounter, and as a DM I totally undertand why.

The big bad, and the climactic battle, has the potential to be boring. Enemies in that fight can shoot and claw and that is it. Nothing more. They resist 2 of the 3 damage types including piercing which invalidates any ranged PC without magic weapons. There is a vulnerability to exploit, but no part of the setup lets the PCs prepare for that battle with the vulnerability in mind because there is no forshadowing about it. As a result, there is a very high chance that someone brings a ranged character, feels totally useless, and has no fun in the final battle. The minions are also trying to keep the PCs away from the big bad with no tools to actually pull it off.

My recommendation is to play up the big bad's telepathy (hinted at twice in the adventure but not used) and give it something like dissonant whispers as a reaction when a minion is killed, but include som Roleplaying of it speaking to the killer in their mind. You'll know why and what it might say when you read the adventure. When it is about to go down to the PCs, have it call out for help to the minions farther away (again, part of the setup I don't want to spoil). Then give the minions something with control, either a -10 speed for 1 round when they use ranged attacks or maybe a push/prone from melee that lets them actually maneuver the PCs away/around the big bad. Proficiency in Athletics for jumping and a climb speed and they can really use both the ranged and melee attacks in a versatile way. And add some clue to the vulnerability, either a dead minion or something in the vision the PCs will have... be creative but slip in a clue somewhere along the way.

These were really small problems, with easy solutions. And seriously my players had a ton of fun and loved the adventure even without changes to the encounters. This product is worth your money, it has a great Fantasy Grounds module, is easy to run and you will not regret the investment.



Rating:
[4 of 5 Stars!]
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Creator Reply:
Gavin: ThanX for the review. I appreciate it. As the author of the conversion for Fantasy Grounds, I don't really have a hand in the story, so I would suggest passing on your comments to the author (Tony Petrecca) as I'm sure he'd like to hear your thoughts on the encounters and their difficulties. Perhaps you could comment in the comments section of the PDF version, this way he would be sure to see them. ThanX again! Rob Twohy
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