Whether you are a fan of the Baldur's Gate series or not, this is a fantastic resource. For me, the sections regarding good and evil characters is the best part. Their biographies are all so interesting and unique that one can easily start to imagine building quests- or even whole campaigns- around a single memorable character.
My only real complaint is the level this is written for. Whether you are coming or going to Waterdeep from the North or South, I can't imagine characters not being at least 5th level. They've probably completed LMoP or WDH, and are traveling in one direction or the other. Heck, they may even be chasing after the Dragon Cult in HotDQ.
Regardless, at least for my purposes, the adventure needed some serious tweaking, but in the end it was worth it. I wanted to know more about Thornhold. I wanted a legitimate stopover for traveling between the Triboar Trail and Waterdeep. And I wanted something to make that journey something other than random encounters/bandits (really? there's a bandit every time someone travels by road?) or having nothing happen at all.
So this certainly jump-started that. Between this and the wonderful Encounters at the Wayside Inn product, I had plenty to have some interesting encounters while headed south......
Whilst I have not fully read through its contents, it has given me exactly the invigorating boost I needed to make character creation and dungeon mastering fun again. Granted, there are a few exceptions, but for the ast majority I find that the options presented here in character creation are well balanced, and regardless of that, none of the options fail to inspire. Yes, as a DM too, I often visit the magical items section if I ever wish to reward players with unexpected original treasure.
How unfortunate that (currently) the only way to derive a character sheet from this book is by copying it over to paper or fillable pdf!
A big thumbs up for the authors and a big recommendation too all fans of the game alike if you feel you are in need of a few hundreds of ideas to spice up your passion!...
Das kleine Abenteuer zusammen mit dem teuflischen Hahn waren meine allerersten Abenteuer als Spielleitung und es lief alles sehr gut ab. Blaubach enthält auch genug Geheimnisse, die zum weiterentdecken einladen. darin bestand such ein bisschen mein Problem. Meine Spieler haben alles hinterfragt und einige der Sachen deuten wirklich auf mehr hin aber darauf hatte ich nicht ganz eine Antwort. meine Improvisation hat jetzt dazu geführt, dass wir die 4. Sitzung immernoch in Blaubach sind und die Geschichte der NPCs erkunden. aber da muss ich wahrscheinlich selbst erst noch einiges lernen. die Enthaltenen Darstellungen sind sehr schön und haben das Leiten sehr leicht gemacht. Ich würde gern noch mehr zu Blaubach erfahren :)...
For context, I have run RMH-09 and RMH-10 back to back with the same group of players for cohesiveness. After enjoying RMH-09 as much as I did I was pretty excited about this one, and overall, it's great!
What I liked: Once again a lot of great content is here. There's plenty of different encounters and the way the approach the players take affects their hunter score with Chakuna close on their tails was a lot of fun. In addition the encounters are tough! This module does a GREAT job draining party resources in order to prepare for a very tough final encounter. I almost had a party wipe with Chimali as they felt pressured not to take short rests due to Chakuna hunting them. I would have killed the whole party if not for running out of time and having to end the adventure due to players needing to leave.
The ambush by the Mist Placed is also a great encounter, and was a very fun fight.
What I didn't like: I would have liked more of an interaction with Darcalus, some so...
This was a super fun adventure to run! I prepped and ran this as a oneshot in Talespire with my friends. We were limited to a 3 hour session unfortunately so I had to speed some things up, but this was still an excellent time.
**WHAT I LIKED: ** The adventure structure is robust and a lot of fun. You spend the first part researching targets and picking one. Then you have a small encounter of varying types to get into your statue. Then you explore the inside of the statue. Then you complete your mission and get out of dodge.
There are some great NPCs to add to your Waterdeep campaign (and I heavily recommend including this as part of the ongoing events of Dragonheist). The driving action is simple enough, and it's a great opportunity to explore the famous landmarks of the city that the rest of dragonheist doesn't really touch. The rival party is a nice addition to give your group of adventurer's some complications to deal with. For my particular run of this adventure I c...
For the price, this is 1000% worth it. These maps are exactly what you need for all the filler encounters of the campaign that you might not wanna bother making a special map for. I especially love all the Oasis City maps that were provided!
Absolutely inspiring! The artwork throughout the book is incredible, then you read it. This book truly is remarkable. There are comical notes in it that made me chuckle. It is very obvious that a ton of work was put into it and I wish all who was involved in this project the greatest success.
*Remarkable Creatures of the Planes - Volume I: Elemental Air* is hands-down one of my favorite supplements I've picked up off DMsGuild!
I'm a huge fan of what Neuron Games has going on!
From the content to the presentation, from the vibes to the mechanics, Neuron Games is at the top of my "watch what they do next" list!
I cannot wait to see what new stuff they have in store for us as we journey along the planes with them!
I've already begun delving over this tome of knowledge for my own personal use in the ongoing re-vamping of my homebrew setting and I firmly believe that any and all DMs who plan on using the Plane of Air for any part of their adventure should **absolutely** pick this book up! The ideas and inspiration you find can last you a lifetime!...
Another quality release:
* Lots of customizability, both of mechanics and of flavor.
* Balance is given a lot of thought. Possible interactions with other mechanics are explicitly considered.
* Breath weapons (just to name one) that actually scale properly with level.
Class philosophy reminds me of a combination between Sorcerer and Warlock, but with completely different flavor and better balance.
It's low-magic in the sense of no spellcasting, but not quite in the same sense as the author's major work Masters of the Mundane. I'd consider mutations to be a different kind of magic system, one that allows at least some amount of control. If anyone else has played Caves of Qud (retro-style pixel-art roguelike in a post-apocalyptic world full of mutants), this would probably be a great way to play as mutants in a tabletop version of Qud....
I had to wait a whole 24 hours to come back and be able to leave a review for this but let me tell you, this is absolutely outstanding!
This is well written, easy to follow and understand and really wholesome content and the thing I found the most exciting about this, is the fact you can run it alone as a little mini one-shot adventure over the course of a couple of weeks or you can fold it into an already existing campaign as a little off-shoot adventure which is exactly what I intend to do. My party have been involved in some pretty heavy campaign story related adventuring and this will break up our sessions nicely with something very seasonal and in-keeping without really taking them too far away from their original story.
If you're looking for something lighthearted, easy going and fun to run, I'd recommend this in a heartbeat. I'm so excited to run this with my campaign and try out some of the games and let my party have fun and run-a-muck at the carnival!
I purchased this in hardcover with standard color (only option), and I feel like the poor print quality should be mentioned. I got this along side the Mines of Chult softcover in premium color to run in my current ToA campaign and I can immediately tell the difference. The images in my hardcover LCoM book are dark and difficult to discern detail, whereas my softcover Mines of Chult has bright, vivid images. There is also a small typo on page 6 which seems to be trivial to fix if they had a final pass edit. I am sure I will find more typos as my party finishes in the Tomb of the Nine Gods and I start to pass them plot hooks from this adventure series. ** If they did another edit run and offered the book in premium it would be much more suitable as an expansion to Tomb of Annihilation in print.** However as of now it seems to ideally be a PDF only purchase for many unless you are a huge fan of the Chult setting like myself. Personally I do not see this book as a prize on my shelf the sam...