If you have young adventurers, then this is the supplement for you. Just because the BBEG is a banshee, vampire, or *gulp* a demon, it doesn't mean that little paladins and wizards should be exposed to gore unnecessarily.
As a DM I know that it is easy to get carried away with descriptions of combat, especially in a horror setting. This guide not only provides detailed information on how to tailor adventures for younger or more impressionable adventures, but it also lists sources for additional research.
I can't recommend this enough for anyone who runs games for children. It explores all the genres of horror and the corresponding Dark Domains from Van Richten's Guide to Ravenloft and provides the reader with guidelines and references to adapt those treacherous lands for younger players....
This is was a fun adventure to run. What I like about 2 hour adventures is that I usually have more than 2 hours to run it so I can add a little flavour sometimes and give players a more enjoyable experience. This came in the form of an impromptu arm wrestling match between players to get the attention of one of the NPCs. I went over like gangbusters based solely on the rolls they were getting and the ensuing RP. The main villain in this one was actually somewhat compelling to the characters and they ALMOST sympathized with his cause enough to join them which was also some really great RP fun. All in all I would recommend this to anyone who likes to focus on RP (The combats are there as an option as well, my party just mostly avoided them until the end)....
The carnival maps alone are so delightful, with colourful lights and all the attractions My players loved them! I also appreciated having descriptive names so I knew what they were supposed to be.
They were faster to set up since they were sized the same (mostly, a few exceptions) and the sizes were included in the names so I knew what page size to set up, and I could easily duplicate the pages instead of making adjustments on each one.
Must also say it was a link in the reference document which *finally* showed me the way to use the .vtt2 files in Roll20 and import the lighting instead of redoing it myself. Did not know that was possible before.
Look forward to future sets....
Printable Heroes - you know what it is. Top Tier paper minis with occasional maps and collaboration that result in new adventures, all for a lowly sum of couple of dollars monthly. Marshall has done amazing work so far, and he helps his patrons with any questions and issues they might have.
Keep it up man!
I am running a setting where PCs are coming from a low magic to a high magic environment. This book will help me a big to expand on the many flavors of magic and serve to put my players into a more nuanced magical world. I would purchase again if hardcover were available.
This book was written as if it was the journal of an explorer, and each entry is accompanied by some form of game statistics, such as a monster, magic item or even some subclasses for a unique setting known as Anchorome.
Anchorome is a continent found in the northwest of the Forgotten Realms and while the region is canonical, only the author has ever sought to develop it - giving it an indigenous flavor.
As a stand-alone product or a supplement for the Anchorome Campaign Guide this book truly stands out. The aforementioned format is clever, unique and Wotc could stand to emulate it within their own products (Ed Greenwood has done similar work).
What really makes the book wonderful however are the individual entries. Just enough information is given to spark the imagination and encourage additional exploration without over explaining every detail. Having read most of the author’s works, I have to say however that I hope he chooses to further detail at least a few of the locations ...
I liked the first half. I enjoyed reading it. Constructing an Arch Fey is useful. I like the curses ... The second half feels like a collection of random bits thrown together that can ONLY be used with the Wild Beyond the Witchlight. In my oppinion the first half is good and the second half was left on the cutting floor with good reason. But if you are a DM that loves a wide variety of bits and bobs and handouts while playing and you are running Wild then this might be for you.
Prepping this adventure for my Fey-Run weekend one-shots next month. I thought I would share my thoughts:
* Lots of interesting and entralling narratives. I especially like the descriptives of the Domains Archefey: Estorian LeFae. The designer give you plenty of descrptive to portray the eladrin in vibrant detail!
* The Domain itself is much like the other sportlight adventures-intruigingly unique--I picture an artist paint palette when I read through it.
* The CTA provides you will many options to portray the Domains landscape through a table that helps with some of the depictions.
* The macguffin is just as unique as the regions within the domain that they must go to find them!
The highlight for me as a designer is a language-based challenge, Not a puzzle. Not a trap. But a language-based skill check. You have to check it out. Inventively original! If I have to nitpick, I would say there is reference to a *cursed branch* that has to be acquired, but for the life of me I can...
Great conclusion to the trilogy. My players really engaged with Snicklet and Hyll as well as the Tests. I found the final battle dramatic and fun - although I messed up the lair actions a couple times.
Ran this with a non-AL home group, and we’re now looking to continue through the MOON 8 trilogy.
Top notch adventure. My favorite part was that the mystery/investigation part of the adventure really engaged a couple of my players who are typically more “hang back and help out along the way” types. Getting to the bottom of the mystery really got them to take some extra initiative and leadership in and out of character.
I ran this for a non-AL home group, so I was able to make Seren very personable, and linked her to various background parts of the PCs. It really made the conclusion touching and tragic. ...
A great introduction to the trilogy, but definitely would stand on its own. The running battle to save Caer Moray was exciting for my players and I. The NPC friends were great and my players (ran this as a non-AL home game) really took to them.
My 2nd favorite adventure of all time. The Kobolds are really fun and deadly. Dropping a fireball on a tier 1 table is always hilarious. I just noticed for the first time it's a 2 hour module though. I have always run it as a four hour module easy as the player get more and more paranoid and slow as they progress. Highly recommend!
An excellent resource, pulling together all the BECMI (or at least BECM) D&D materials without the patronizing tone of those sets. The additional material on mass battles etc. is helpful. This is however printed from a scan of an original, so the resolution is not as crisp as soemthing from normal print run. This is a little taxing on the eyes, but overal a great value, especially considering what the original printings go for these days.