Another fun module! I really liked the first one as well as this one. I will be DM'ing #3 hopefully next weekend, and look forwards to the next series of modules! The flavor of the NPC's really adds to this!
A good mixture of roleplaying, combat, and exploration.
Awesome adventure! The characters, storyline, and art were great. Future playability for players is also really well done since they have so many track options. Highly recommend and about to buy VERSE II!
*The Mad Mage of Xen'Drik* is a tightly-written drag-and-drop adventure location that offers exactly what it says on the tin. Note that this is not a full adventure module, but rather a single (small) dungeon area. While the title might suggest this is *only* for Eberron, that is not the case. The crazy, reclusive archmage locked away in a tower is seen in all fantasy worlds and thus could be used in the Forgotten Realms or your own setting. The only exception to this is a particularly powerful magic item that is tied to Eberron's planar system and would need a bit of work to fit into the standard D&D cosmology. This is one of the few instances where I appreciate a lower level of context in a D&D supplement.
If asked to pick one sticking point about *The Mad Mage of Xen'Drik*, it would be that the encounters lack equal attention to the social pillar of play. One encounter toward the end of the supplement has several openings for it, but are not directly addressed by the author.
**Time Travel - it's a meaningless trap**
Of the 3 modules in this series this module is the best organized and actually asks the players to do something to gain the information they seek. That is the only good thing I can say about it.
**First**: There is no adventure hook. If you played 8-4 you wake up in a field with no instructions and see "somebody we should recognize, isn't he famous or something?" using a Javelin of Lightning to fight trolls. Then you meet Ahghairon and Malcar Gost who ask you to do an unrelated job without promising any information further your primary quest. Again, like in 8-4, this module fails to include the valuable Waterdeep History needed to explain why anybody should care about who they meet here.
**Second**: Ahghairon asks the party to re-tune FOUR magic wards around the city. This takes a DC 18 skill check. That is pretty high for Tier 1, especially when you only have 1 chance on each magic ward. My table had horrible luck with this a...
**Time Travel gone wrong and hamstrung by the terrible season 8 module format**
This is the first installment in the second series of season 8 modules. This series has lofty goals, but failed to engage me or my players in any meaningful way.
Overall, the concept of this series (8-4, 8-5, and 8-6) is to send the players on a *historical timetraveling field trip to Waterdeep's past*. Unfortunately, this concept fails in all 3 modules for one easily identified reason: Unless you are an expert in Waterdhavian History you will not be able to identify any of the important events or people in the modules. *If you can't identify why anybody you meet or anything you see is important, why do you care?*
The three biggest issues with 8-4 are pretty simple:
1) The Blackstaff gives a poor explanation of the Time Travel Ritual. She explicitly tells the players that their actions can't affect the past, but doesn't place as much emphasis on the fact that the players can die there.
Great descriptions, especially the ones for starting initiative! My players said they felt really involved & were motivated to kick those creature's butts (and then proceeded to do so). The singing ghouls alternative was amazing & got me to test my players capabilities well, thank you!
The only reason this does not get a full 5 stars is because only the front page is coloured. all the rest is black and white. If the spell sheets were rainbow coloured and Inventory was colour coded it would be perfect. also to save downloading all of the files one by one make a ready to use file of all pages.
I like the three different but tied together races, that as a GM I can populate an entire forest community with in one go, but have enough freedom that they're not really pidgeon-holed into one particular role; there is good diversity here.
This edition of Ravenloft was very well scanned and presented in book form. This boxed set had a high degree of difficulty in translation given the amount of free standing elements that were included in its original form, but it manages to read well and work as a unified product.
Early editions of Ravenloft can be a bit dicey to talk about. For example, there’s a chapter in this book titled “Gypsies”, making it a product that was wholly of its time. But that said, this is a dense and well crafted campaign setting with strong world specific rules and practical insights into running diverse and create adventures in a setting that’s about as far away from Sword and Sorcery as you can get.
This edition does not conatin Lord Soth (The Deathknight from Dragonlance), or… I want to say, the mummy and the desert realm, but if none of that matters to you, this is an excellent reproduction that can provide a broader and more flexible approach to DnD whether you use it for 2e play, or mine i...