For $2 this resource is really great. I bought this resource initially for the HD Yawning Portal map for use on Roll20, but the more I read about the ideas within, the happier I was with the purchase.
These "common maneuvers" as I call them are great, as are the weapons and shields. I especially like the Ravenbeak and the Wall Shield. Well-balanced for the most part, and quite creative.
Though I'm concerned that any maneuvers performed "as an action" (except Vault) seem to become useless as soon as you gain Extra Attack. I'd suggest changing those to "when you make an attack", but only once per turn, or perhaps "when you make an attack as part of the Attack action", again once per turn.
Great adventure! It has everything I love in an adventure. It is well written with an intersting sroryline and well defined NPCs. This can be easily incorporated into Dragon Heist or any Waterdeep based adventure. Lots of potential to build on to an ongoing campaign. I highly recommend this adventure!
The general idea is fun and straightforward, but this adventure suffers a bit from a weak intro that doesn't provide all of the info to give the DM a clear picture...unless they also read DDAL08-04 (or 08-06 which I explains the intro better).
The puzzles are fun. The moral dilemma interesting. The ending satisfying.
The bonus objectives however feel too short and not fleshed out enough to be an hour's worth of content. Also, I think Episode 2 should have placed the PCs mid-battle, to help reinforce that this was taking place in the middle of the Troll War.
My players did have a lot of fun, especially with the Archway puzzle!...
I decided to give this a whirl because of the low barrier to entry and short amount of time commitment involved. The game recommends 4-5 players but I basically just ran the additional pregens like NPCs and had my daughter roll the dice for me. I asked her what character she wanted to play and we took one of the pregens and I let her customize it however she wanted. Overall she had a TON of fun and as soon as we finished playing she started coming up with a sequel adventure. Thanks a bunch, the adventure worked better than advertised!...
Such a thoughtful piece that offers in and out of game advice on incorporating kids into your game both as players and characters. This is a discussion we should be having more often because why wouldn't we want kids at the table whenever possible? Don't let that imagination go to waste!
The player content including kid "race" and backgrounds is nicely balanced and offers some options that allow you to customize your character in ways I'd love to see more of in character building.
I ran this adventure for a group that comes together every few months. We play one-shots most of the time and this one seemed to be very interesting. My group was level 2 and consisted of 4 party members.
We had a lot of fun! They quickly had a "sherlock holmes" cap on to solve the mysterie. Coming up with all sorts of difficult questions for me to answer as a DM. "Why is there only one guard if you're afraid the dead?" for instance.
The most important area's of the adventure are well done! There were some small gaps in between those that need to be filled in by the DM. At least for me. It helped me to make connections to the different locations and make it easier to roleplay certain npc's.
The fighter in my party has some difficulty with roleplaying. He said he missed combat in this oneshot. There's only 2 or 3 encounters. For my level 2's they're not that difficult. Except the vampire encounter in the end :) Keep that in mind when playing this oneshot.
I don't know a lot about the background of these creatures. I don't know FR lore as much as I'd like. Anyways, wanted to add them into the campaign I'm running in after hearing about them on a segment of Lore You Should Know. I haven't finished the short side quest with them yet, but I'm happy so far. Some nice background, special rules, and a nice collection of monster stat blocks for different sizes (like dragons have). Thumbs up.
I've enjoyed this one-shot since it came out, and run it for multiple groups of players every holiday season. The enemies are fun and creative, the games are engaging (so much so that I've seen friends that DM use them in their own campaign festivals), and the whole wraps up cleanly as a one-shot from a campaign or even standalone. Highly recommend!
This is a fantastic player-created class. While mostly a cross between a druid and a warlock, it carries hints from other spell-caster classes as well. Spell points are a useful evolution from spell slots. Obeisances are similar to paladin oaths in that they inform character conduct.
Wolf is strongly influenced by the Elemental Evil Player's Companion (EE), so a lot of those spells make the shaman spell-list. Callings follow an elemental theme, and there are also callings of spirits and of dreams. A step back from that, shamans may stack invocations on a binary of gifts: a savage quasi-barbarian or a slimmer, better diviner (i.e. seer).
The shaman gives a perfect answer to a Viking Age campaign in search of a theme-related spell caster.