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AE01-12 Lost in Dreams by Nausicaä Enriquez $4.95
Average Rating:4.8 / 5
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AE01-12 Lost in Dreams by Nausicaä Enriquez
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AE01-12 Lost in Dreams by Nausicaä Enriquez
Publisher: Dungeon Masters Guild
by Max B. [Verified Purchaser]
Date Added: 11/13/2021 17:56:14

I went into running this adventure not sure how several large elements were going to land with my players, by the end, everything had hit the exact right notes. The mood was set to perfection in the narrative text - the descriptions of scenes and individuals pushed the sureal dream setting to a level that I didn't anticipate seeing. In particular "Scene 6" was a delight at my table.

Much here is strange and some a bit atypical, but for something a bit off the beaten track, this is excellent. In terms of balanced encounters - my party of four was at level 8, just above the level 7 recommendation so I beefed up the combatants a bit, they still waltzed through the combat encounters. It's hard to say whether the combat balance would have been better with 5 level 7s as opposed to the four level 8s I had, but I would likely provide the boss encounter with some additional condition immunities and perhaps legendary actions were I to run this again.

That said I would still highly recommend this as the combat encounters were the least of what this adventure offered. The skill use challenges and NPCs are the stars of the show here.



Rating:
[5 of 5 Stars!]
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AE01-12 Lost in Dreams by Nausicaä Enriquez
Publisher: Dungeon Masters Guild
by Antonio V. [Verified Purchaser]
Date Added: 07/14/2021 15:49:59

Overall: An adventure with a lot of interesting concepts and great ideas, but ultimately suffers at the level of execution.

Pros:

  • The scenes are very ambitious! You can feel the love crafted into each one and they present many different ideas.
  • The plot of this is interesting and leaves lots of hanging threads for DMs to play with.
  • Characterization is well done in many of the NPCs, making it easy for a DM to play them out and get strong reactions.

Cons:

  • The final 'boss' encounter is severely undertuned. If the players turn to stay and fight (which many will), it will be a one-sided bloodbath that lacks the sufficient drama. It feels like this is primarily because most thought went into the "fleeing" path and the combat was an afterthought.
  • The Harlequinade scene is very difficult to convey to players without a background in 18th century English theater. It would work better if the DM assigned rolls to the players so they only have a single narrow scope to focus in on, and minimize overwhelming.
  • Some of the scenes border on making it feel like the player agency does not matter - particularly if they are not able to see behind the screen. Care needs to be taken to make it feel like the players are changing things.

Quibbles:

  • This is one very hard railroad and it feels like it. Depending on your players, they can take it well or they can take it poorly. Mine were okay with it due to the fact that they said it felt like the "dream" was forcing them and felt that it was an interesting meta note. Other players? Probably less so.
  • With the additional context that this is supposed to be a Dal Quor adventure, it feels substantially more like a Thelanis adventure. It does not detract from the actual content of the adventure, but I'm going to ding this for the overall arc goal.
  • The final character reshaping moment is perhaps not fantastically placed if you are running only the Convergence Manifesto. Probably worth cutting out if you intend to end after Skyfall, since you won't have time to explore it as much as it deserves.


Rating:
[4 of 5 Stars!]
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