A solid introduction to organized Dungeons and Dragons. Some of the modules are much stronger than others. If you don't have time to take new players through the Lost Mines of Phandelver, which is a more immersive and complete experience, this module offers a taste of D&D's various 'modes'.
The first bit has the players try to pull off a con (which usually ends in a combat), kill some goblins to rescue peasants (a rite of passage), go into a catacomb to stop a cultist (the secret 'doors' are pretty cool), rescue a halfling from corrupt guards (this one is pretty dark), and roleplay through a puzzle in an inn (lets more social players flex their acting muscles).
Wouldn't choose it as someone's foremost D&D experience, but most people I've ran through it had a good time. ...
This is, by far, the best automated D&D Character sheet I've ever used, and I've tried quite a few of them over the years. The relative ease with which you can add homebrew content, make minor adjustments to calculations using the Modifiers function, as well as the general layout and functionality of the sheet are truly impressive. I now use this sheet exclusively to create my characters. I also use it to quickly develop NPCs in the campaigns I run when I want them to have class levels. It's really an amazing tool for players and DMs!...
you have eerors lots caps shouldn't be there
"We havE heard rumors that an old allY of
the ZhEntarim has been spotted in the ruins
of Zhentil Keep. We would be most
interested in speaking with him again. Seek
him ouT, offer him your assistance, and
persuade him to give us audience. HumblY
ask him to ReveAl himself to the
commaNder in charge at the Keep, or Travel
to Darkhold if it would please him
Great class hands down. I love the concept and i can see lots of potential versatilty to a clever player with a decent understanding of game. Although I will say I have one minor issue. I'd much prefer if you could apply your crimson rite to the ranged weapon itself instead of the amunition. But that can be remedied by DM choice. Otherwise FLAWLESS
Fan-friggin-tastic! This is excellent stuff. With this and Heroes of the Orient, I can truly update my campaign to 5e. I've even decided to use the Shadowlands elements (something I otherwise avoided in 3e). My game is set in Kara-Tur of the Forgotten Realms, and I can use the otherwise ridiculous Spellplague and 100-year time jump to incorporate the Shadowlands (though not as-is, still need to tweak it to fit the various nations).
Another excellent work from this author. I hope he is successful in getting this and Heroes of the Orient some print-on-demand presence. I'd love to have printed copies of both of those works.
Well done, Marc!...
Overall, these five mini-adventures are pretty good for what they are: an opporunity to introduce players to Port Nyanzaru and give them a small taste of what lies ahead. The overarching scenario connecting them all is good fodder for low level players and introduces some of the groups of foes they will encounter throughout the season. The second adventure especially stands out for the race mechanic - very well-done! My only hard criticism is the character level rating. Some have applauded it being for levels 1-4, but from experience it's pretty boring if you are playing a level 3 or 4 character. This was written with level 1-2 characters in mind, so as a DM I would strongly discourage running this for (very) strong parties. The challenge level just doesn't scale well....
At first I was reluctant, I admit I'm kind of cheap and I didn't want to spend 5$ for a guide to an adventure that's already written.
I'm really really happy that I changed my mind. This guide is awesome. Filled with tips and great ideas, and it clarifies a lot of stuff, like how to put togheter some encounters or situations in Curse of Strahd.
5$ well spent.
What a great book! Anyone that wants to play a wizard should pick this up and everyone else too because it is a very entertaining read! New spells, old spells, strange spells and some spells just for fun, this book has it all! Great advice and strategies are also included and will help you build the suitable spell-caster to match your gaming style. Easily one of my top five favorite DM’s Guild releases to date!
A great little dungeon with lots of details making it fun to run. It is very easy to just plop into your existing campaign as it is more of a dunegon encounter than a full adventure.
The layout makes it very easy to follow and read the adventure with appropriate monster blocks included. The maps are highly functional.
Spoiler warning! Players, do not read!
I really love the amount of agency players have in this module. The High House of Suffering gives you a straightforward objective and a ton of leeway in how to accomplish it, giving the players an opportunity to show off their creativity and problem-solving skills. Culkin Manor presents a difficult problem where multiple encounters can occur simultaneously in different sections of the building (potentially splitting the party), and the players have to think about what their objectives and priorities are. It can also be a very interesting battle if you use a grid for it, as enemies can move between rooms to reinforce each other, and parts of the building may be set on fire to create an environmental hazard. The Chapterhouse of the Eternal Flame brings it back to a simpler, more linear track, but it's a decent mini-dungeon.
Some notes from running it:
* The High House of Suffering is meant to be a relatively short section. If the players are ...
What a great supplement! I am thoroughly enjoying my new Tortle Ranger BobRoss and hiserstwhile Ape companion Harambe. Social Justice Warriors determined to make a new and better Chult for all! Seriously though, it is a densely packed 28 pages of goodness, and the money goes to a great cause. What more could you ask for?