Not much of a story but rather just an encounter scenario of the players either doing combat and/or talking to the main NPC. Can be tied in as a back-to-back adventure to the finale.
I like the going back to the past aspect of the adventure. However, I didn't like the aspect of removing one of the main NPC's agency and ability to make their own decision, no matter if they think that it's for the NPC's "good". It feel like this part is forcing the premise of the adventure.
This is my favorite of the adventures in the second half of the Pandora series! The arena part is funny, the dungeon crawl is nice, and the story is touching. A breathe of fresh air for the more heavy second half.
This fun origami book features five D&D creatures. The diagrams are of high quality, detailed, and clear.
The models in this book are not for absolute beginners but anyone with some origami experience should be able to fold at
least some of them.
I DM’d this adventure for my group, and we had an absolute blast. The adventure is flexible—you can run it lighthearted or with a tougher edge or a mix of both. Without spoiling too much, it created an unforgettable moment for us when a favorite kobold seemingly died, only to return in a surprising twist during the final battle. The writing is exceptional, and the artwork is on par with Wizards of the Coast. Highly recommend!
I am surprised this does not have many reviews. These adventures are amazing. You can use them as add ons to either LMoP or DOIP and the Beyond DOIP adventures. The stories add depth and history to the area that is not easily accesible in many 5e Modules or requiresa bit of digging. Adding these in as pieces here and there has worked wonders and adds in elements to a campaign people may have played before. How I wish this was available as a Roll20 module!! The adventures are all connected and could be run as their own mini campaign. You can get them individually or in this bundle. Either way it is worth it if you are early on in your DMing and looking for material to add to a published module or to use in your own homebrew for the area. This has helped me for years and I suspect it will continue to be something I explore over the years....
This is a great adventure to run for new players. It is well written and has everything you could want for a level one session. Those damn centipedes are surprisingly lethal. The puzzle is rather easy to get but nothing too simple where it is guessed in a second. I can see why this is suggested to first time DM's so often and I concur with that advice.
It has some nice encounters you can build on or if you are running a surprise trip to Neverwinter. COuld be used in any city setting in the Sword Coast.
This is a fun adventure I have modified a bit to drop into LMoP/DOIP and the new Shattered Obelisk. Placing it in Cragmaw Hideout was fun the first time but I have found it is a good idea to put it elsewhere as a surprise adventure when things get slow. If you are running for newer players it is great to drop in up to level 4/5 with some adjustments for CR on monsters. Having them be associated with The Black Spider is fun and I try to link an NPC they like to the Drow so they can feel invested in exploring what this one is up to. All the artwork will want to be looted by players so expect to add in a trip to Neverwinter or Waterdeep to sell those things but that really does add to the adventure. This whole package of the Lost Tales are great to run in parallel and easy to adjust to broaden the scope of the campaign.
For Shattered Obelisk the Drow is disturbed at the discovery of the new goblins in the area and tells tales of the old empire that used to exist and had run rampant ...
This was an interesting adventure to run, had a lot of fun elements, but did leave a lot of work on the DM's shoulders. My players really enjoyed the Rockablly themes, but felt that the linear map felt a little one-track.
Still, it was a good balance of the pillars, and was fun to run and play.
This was on the upper end of 3 stars for me. It felt like the writer had one or two basic ideas (Spoilers ahead) and then backed away from both of them so that neither was a very strong story and both left something to be desired.
The Alladin themes were only half baked, and there were references in the content warning to forced marriage that never surfaced.
The adventure istelf also started to feel very repetive with the other adventures in this series. Get a quest, Random encounters during travel, interesting NPC and then a combat. In that order. Started making what was a very fun series to run, stale very fast.
Overall, I'd say this adventure had a whole six-pack, but really lacked the plastic thingy to hold them all together. Leaving a lot on the DM's shoulders to make coherent.
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