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Good fun, a lot of content to work with and a well crafted 1 shot all up.
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I did not run the adventure as is, instead used the setting as part of my Eberron campaign in the Mournland. It was a great success as an imaginiative setting piece with locations for my players to explore. Just handing the map to my players gave them great joy and made them excited to explore. There's enough provided in the random events and the location descriptions as a foundation for me to build out a tailoured adventure for my players and slot it into my campaign.
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Have played this with two different groups as a one shot. Both times were thoroughly enjoyable! As one shots, I didn't include any of the salvage or
Pros:
Everyone got excited when they reached the gates. The Jurassic Park vibes get everyone hyped.
The tiered difficulty levels allowed me to adjust easily to parties of different sizes.
The final fight was an over-the-top, spectacularly silly romp. Who doesn't want to fight a T-Rex armed with a lazer canon?!
Deeno the Dino is a great curve-ball of a random encounter, but is extra good as the last encounter before the finalé as it provides a break in the tension.
Cons (Only very minor quibbles):
The T-Rex needs about 100 more HP in order to stand up to more than a couple of rounds.
I adjusted the story slightly so that players need to visit all the locations before gaining access to the maintenance hut, and reduced the number of random encounter to two (one in the plaza when the players first arrive, and Deeno in the jungle zone).
Overall, a very enjoyable and easy to run scenario that is sure to delight players of a certain vintage.
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Really fun adventure. Players had a great time. Easy to run, story was straightforward while still being somewhat open world. Only issue was the salvage section -- the adventure didn't really seem like it was set up to be a salvage mission, so it felt a bit forced on that end. I also changed the character Nedry to Yrden (the same name, but backwards) so it wasn't so much beating the players on the head with the Jurassic Park reference.
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I loved the concept and fluff of this adventure, so did my players.
I feel like there are some significant issues with this though with relation to this being a salvage mission, especially for AL. The APL being 5 is a little odd, especially since this was released when most AL campaigns would be around level 8 at least. The APL makes no sense at all when you factor in the scaling listed in the adventure, why would very weak even be necessary? And no scaling for strong or very strong for what should be the final epic battle? Given my players were all level 10 when we played this I pretty much had to rework every encounter to be at least a vague challenge to them.
Also I think it would be worth putting some notes further in the adventure about things not appropriate for AL play. I love the fluff of the fast pass and the gummy candy but it would probably be an idea to note that these are not legal for AL play.
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An amazing little adventure for your players to enjoy
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A fantastic supplement! I love this product and the opportunities it gives players to live in one of our cultural favorites.
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This was a great Salvage Mission. Quirky but well balanced and a pleasure to run. My players really enjoyed it. A couple of errors .... the Pteranodon stat block has a second wind feature that should not be there and the adventure is supposed to take place near Seaside only 6 hrs from Salvation....Seaside is actual 600 miles from Salvation so either have a long trip or move the park.
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First off I will say that I really enjoyed this book. It filled a void of how to run Jurassic park but DND style that I was looking for. I have ran it twice now and each group was laughing and impressed with the encounters and being able to fight Dinos. The ability to use three different encounters to get the key component that uses different abilities is good and makes you able to run this one shot differently each time.
The only downside of this adventure is it makes references to other published tables that are not included in the adventure. It suggest using the mutation table from another DMG product that is being sold for roughly 10 dollars. While it is optional, imo you lose out on the experience of having mutated dinosaurs fighting your party.
I think the price point on this adventure is great as is, but adding another 10 dollars to it I think lowers that value a lot. A great fix would be a table added.
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I loved this adventure. I ran it for a few members of my group last weekend and we all had a blast. I am a very lenient DM and let my players kinda go wild with character creation, so I ran it for 3 level 7 characters. They ended up all being Rangers, 2 of whom were Beastmaster and one was a Hunter archetype. I also let 2 of them have pteranodon 'beasts'. So I scaled up some of the dino stats, but gods bless you for making the dinos constructs and not beasts!!! That really helped me out with the adventure! My favorite part was all the random encounters that were possible for the players while in the park. My players also loved the big bad twist at the end with the final fight! It really gave this group a fight!
The only rec I have is that I wish there were a few more "Dino World" themed magic items for the players to find around the park. Like the Fast Pass item.
Overall though, I really enjoyed running this adventure, and my players all loved it! Well done!!!
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What I love about this product .
- dinosaur goodness. Different and varied dinosaur encounters.
- the scalabilty, I'm really happy that the encounters can be scaled to the party.
- I especially love the map handout, perfectly fit the themepark feel.
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I don't know quite how she does it, but everything I've read and/or run by Celeste is pure gold. This is legitimately Jurassic Park, with all of what you expect. Yet somehow it's still not predictable - unless you think you're going to encounter dinosaurs. In that way it's very predictable :)
This is very fun and extremely well done. Easy for DM's to navigate and a blast for players - highly recommend!
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If you love Dinos then you need to get this suppliment. So wonderfully writen and crafted, as a DM I loved watching my players slowly realize that they were about to be a lovely quest turn into a prehistoric adventure. Can not rave about this more.
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I had an absolute blast playing through this adventure as a one shot! After reading through it you can tell the skill and attention to detail that went into making the story a fun and well executed dino romp in Eberron. With a nice variety in choices, encounters, and memorable NPCs, I think it's just right to scratch that D&D dinosaur itch.
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Overview
This adventure is a tight and quirky jaunt onto a dinosaur infested island. Set in Ebberon, it has scientific trappings one might find in our real world, but juxtaposed over a fantasy setting. The adventure borrows heavily in feel from classics like Jurrassic Park, Dino Crisis, and many 1990's style adventure videogames, which works well for the size and scope of the adventure.
The Bad
- If you do not love Ebberon or run a game set in that world, this adventure will not give you a lot of new material to plug and play in your own adventures and games.
- The appendices are pretty bare bones, Adventurers' League style. Monster stats, maps, and little else.
- I can see many parties being a little confused as to where they should go or what they should do at parts of this adventure. It's designed so that no matter what path they take, they will reach a satisfying conclusion and complete their mission, but your players may not actually KNOW that they're on the "right path," which can be a problem for some.
The Good
- This adventure is dripping with a quirky, fun style. The puns and jokes bring a lighthearted flavor to make sure this romp into dino country doesn't feel TOO pessimistic and deadly.
- The NPCs are surprisingly well done. There is very little word count devoted to the NPCs present in the adventure, but key sentences and quriks make them all feel more alive than they should, given how little there is about them - a tip of the hat for great design philosophy there.
- The adventure is what it promises to be: you can play it as a one-off easy side quest to see a dinosaur island full of literally every published dionsaur stat block, or you can make it a branch from the much larger Ebberon narratives. The seeds and hooks are there for you to use or ignore - which is always welcome.
- Though much of the art is reused from WotC's other publications, this adventure being a Guild Adept offering means you do get fun and robust images to break up the layout and text. The art that was made for this adventure specifically will not disappoint at all - it's all really well done.
Overall
It's $4. A guild adept adventure written by a talented voice in the D&D community, edited by one of the golden geese of WotC, just reading through it is well worth the cost of admission and if you run it one time, it's more than paid for itself twice over.
Pick this one up.
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