This is an excellent adventure.
It hits all the right notes of combat, social interaction, and exploration. The story is believable and solid, while the setting is underused in current AL-legal material resulting in a unique play experience.
Some of the combat is too easy, Gith warriors aren't close to being a challenge for most tier 3 parties, at least not at the numbers involved. Other combat offer a good amount of challenge though, the inclusion of creatures showcased in Mordenkainen's Tome of Foes is welcome. It should be noted that those creature in particular are included in the module, meanwhile ones found in the Monster Manual are not so don't forget your books!
The only other criticism I can offer is that it isn't clear how the characters are transported to the Astral plane, it would be helpful to know if they are plane-shifted or astrally projected there.
Review as of 19th of November 2018 Full video review here: https://www.youtube.com/watch?v=YDQUueJe-p8&feature=youtu.be-
**What is it**
* Adventure for levels 2-3
* A tale of misdirection, a classic villain is not all that they seem and those who seem like allies may reveal themselves in time to be the true evil at work.
* Taking place in the town of Whitehaven, though it is possible to uplift this to whatever setting your heart desires.
* Presented in three parts, a preamble of sorts to get players thinking and engaged in the story, a confrontation with a possible enemy in a lair with traps aplenty and finally a dive into dungeons unknown with a showdown.
* There is a lot of background information presented here. Great for DM’s who love that world building but it might grate on those that just want to get on with the adventure.
* Each Chapter is something different, a town to explore, a villian to confront or a dungeon to delve.
**What I Liked**
* The guides on how to role...
This is a damn treasure hoard of Paladin, Cleric and even some Ranger subclasses. Each one is not only inspired by a Forgotten Realms god but really feels like it belongs to that deity.
A better value for your money that most of the content on this site. Just download it.
This is a comprehensive and intuitive look at building a Path for your barbarian homebrew idea! Matthew walks you through each step, offering insights and providing examples so you can make the best choices for your work.
100% must buy for any aspiring creator. Also check his Create an Oath Paladin and keep an eye for most to come!
This little one shot is my go to for new groups and impromptu sessions. Not only does it cover combat, investigation, and exploration in easy to digest chunks for newcomers, it's format is just as useful for fledgling DMs. To ease my players into our current homebrew campaign, I used this module. Now, 2 years later, they still see the NPC'S from as enduring allies. A perfect one shot to christen any campaign and introduce the hobby.
This map is just no good. The lines of the building are fuzzy, the second story floor texture is hard to look at, and at least on Roll20, you can't expand it to 50x50. This means that the map grid lines don't align with Roll20's grid. I bought this in hopes of saving myself some work in Dungeon Painter Studio, but that's not going to happen. And why are there big red lines breaking the map up into ten large grid squares? I didn't notice that on your preview image because of the eye-twisting texture, but it's really ridiculous. I wish I could return this. ...
Very robust and well made selection of early firearms. It was a little too 're-inventing the wheel" for my taste however and these weapons do not gel well with the existing firearms in the DMG in function. If you liked the existing firearms rules, do not look to this book as a expansion of such. But for those that want to play with guns in a more historical or gritty setting (as in, the musket does nearly triple the damage of the rifle in the DMG), this book is almost a must buy.
Very well made and well written adventure that really helps invest the characters in the manor. My only real complaint is that the ghost Lif is a tougher fight than the Hag-shadow. Lif is the very first combat in the story and the Hag-shadow is the last, for context. Which kind of juxtaposes the truelly exceptional story against the actual conflicts in the adventure itself. The Hag-shadow is no big set piece battle for a well played group of 3rd level PCs.
However, please don't let my criticism push you too far into the negative on this one. My players had a excellent time and it was a pleasure to run. This book is definetly worth your money if you plan on running Dragon Heist and you want to get the most out of Trollskull Manor.
PS: Find a way to bring Lif back after fighting him. He is one of the coolest "features" of the bar once it gets running and it would be a shame to remove him from the equation....
A great collection of various grenade-like weapons for your PCs. I wish I could rate it higher but it has no gold piece values for any of the items, making it harder to use in game. Also, some of these granades have no business being in a fantasy setting, unlike the author's 55 Trick Arrows book.
I used this to ease my beginner players into my homebrewed world. It was a wonderfully simple adventure and very easy for new players to follow. I highly recommend this adventure for any DM looking to introduce Dnd 5e to newcomers.
This module continues the problems present with the Season 8 format and exhibits the familiar poor/bad editing of past seasons. Nothing the players do can really matter and the combats are poorly balanced, creating tons of traps for inexperienced or inattentive DMs. That said, this 3rd installment of the series does solve *some* of the problems from the earlier modules.
Of the three modules in this series (8-01, 8-02, and 8-03), only this module has any motivation for the players to take the hook and *actually want to go on the adventure*. In 8-01 and 8-02 honest adventurers can just turn the hook over (lost map or stolen painting) to the City Watch and expect them to handle it. At least, as heavy handed as it is, the *do this or a well-connected Vampire Lord will kill you* hook for this module cannot be circumvented by reporting it to the City Watch.
The second problem this module avoids is the Code Legal. Since this happens in the Dock Ward and the City Watch goes on fewer...