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Dark Waters $2.95
Publisher: Dungeon Masters Guild
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by Phil W. [Verified Purchaser] Date Added: 08/07/2020 12:19:28

Initiative Reports has played and reviewed this title as a group. (Video Located here: https://youtu.be/1U_8-JkakGk)

We award this title 4.25 Rainbows our of 5! Excellent adventure, would recommend! (Detailed review below)

Kieve:

Yes, I thought that the narrative was thorough and engaging and planned for characters to be distracted or need multiple hooks, ect. I think that considering that we all made it through with a few near death experiences but were never completely annihilated were a good sign that it was a very balanced adventure for seasoned and new players alike.I thought the art was good, although I thought some parts of the map were mildly confusing.

I really liked that a lot of the palette was in blues because it matched the theme. I thought it was fun. For accessibility: I think it’s a wee touch wordy and would have loved a pronunciation guide, but I kind of expect [this] from DND/fantasy stuff. I thought it was nice to play on an easy level personally. I honestly don’t remember what we changed besides the frogs [instead of the children] and I think that was to the taste of the dm and players [re: Monte Cook's consent in gaming review for our table's rules] and is not necessary for others.

Kasey:

[There was a solid narrative] There is a fishing town that is struggling because their golden idols have been stolen. Easy to understand but still high stakes. The cover for the campaign was stock art that you would see on any D&D cover. The maps were drawn by the author. The maps were simple but they didn’t take away from the setting because the legend that was provided made them easy to read. I had fun with this campaign.

The setting and creatures were interesting. I feel as though I haven’t come across very many seaside stories in D&D. The way the author described things made it easy to picture what was going on. Nothing was overly complicated. We changed the children to golden frog idols. I think it comes down to preference. I don’t think making that change took away from the story at all. It was still high stakes because we had a town to save and it kept things at a comfort level that everyone could work with.

Phil:

I thought that it had a really solid narrative. The adventure takes place in a seaside town and there's a lot of thought and depth put into it. There's minimal "places" per se, but overall it fell like a little world unto itself. As a DM I liked how the skill challenges, options for the tavern (including games and meal options), and custom monsters only enhanced the narrative and story. It's super effective for teaching new and returning players how to use skills effectively to change a story or move along the story.

The maps were a sticking point for our group. Some people liked them others felt they detracted. Overall, they were effective! And that's really what matters.Something my group suggested (Kieve) was having a pronunciation guide on the page or in the appendix for words or names that have been made up by the content creator, and I would love for this in this adventure. Overall, for a somewhat experienced DM it was very accessible and not too difficult for the players. If it was too easy I could've ramped up the difficulty with suggestions by the module, which was very helpful! The adventure took about 6 hours total for our group, which had two newer players and one experienced player, and an experienced DM. So, we split it into two sessions.

Although the description clearly indicated this was an adventure about kidnapped children and there were issues with that at my table, I would've liked to see an alternative to sensitive content presented by the content creator. I felt that this could've been helpful only because as a DM I was worried about changing the intended narrative. I will say though that the overall narrative is very strong and stands up to any changes a DM needs to make. So, this is definitely an adventure I recommend!

Drew:

[The narrative is] easy to follow and fun little adds in that make it exciting, such as the drink menu options and skills challenge. [The difficulty level] feels pretty balanced. Starts out pretty easy and then slowly progresses to harder with the skills challenge and then hard monster once you get to the cave and the Sea Witch.

[The] art …was great. Loved how the author created his own creatures for this campaign. It was great fighting something new and different rather than the same old things in every campaign. The maps that were included could use a little work though. They were easy to read and understand, but they didn’t match or flow well with the wonderful artwork on the title page and creatures. Very basic and wished they had been a little better, but it wouldn’t stop me from playing again.

It was super fun. Very nice and quick one shot. Loved how the author created his own monsters and how it easy it is to make changes and add in your own spin or tailor to your setting. It would also be a great setting to add at the beginning of another already made campaign to start off, extend somewhere in the middle as part of the adventure, or an ending as a destination. The skills challenge was my favorite part as I have never played a campaign yet that had that. My adventuring partners and I really had to work together to get to our destination before the boat sank!

[This was a] perfect starter campaign or something for beginners to do to learn the mechanics of D&D. We traded out the kids and possible child murder or frog statues that help the fishing community. I think it was necessary in our run of this module due to comfort levels of some of our players, but it wouldn’t be for everyone campaigns. Making the switch didn’t change or hinder the story in any way, still a super fun time.



Rating:
[4 of 5 Stars!]
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Dark Waters
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