While the flowchart on this module is a beeline for the finish, this one's enjoyment is a bit of "Ohh! Ohh! I know what's gonna happen!" paid off a short while later with a "I knew it! I told you!" and that's a totally enjoyable thing too. I particularly enjoyed the defense of the Gillmann granaries from the sellswords and the interlude back in town, while the third act is a really fun, if straightforward dust up.
Into the Border Kingdoms is a nice little adventure that runs well in the allotted two hours. It has roleplaying, combat, and a little exploration (if you use the bonus objective). I liked the inclusion of a common magic item, but for me, the printable maps really put it over the top.
As others have noted, this episode is very combat-heavy, but by Tier 3, most players are expecting it. The flow chart is a straight line with a decent amount of dungeon crawling, but these are observations, not criticisms.
Worth your $5.
Well written and could serve as an introduction to the Border Kingdoms if you don't want to run 01-01. A straight-forward hook in a hunting competition, but with multiple hunting parties available, the plot doesn't have to run the same way twice. The bonus objective isn't always easy to work into the narrative, but it has some fantastic content and is a lot of fun.
If I had any complaint, it's that the magic item included feels a bit like "Oh, and now that you're successful, you trip over this thing that's here for no particular reason."...
This is a straight-forward, no nonsense adventure. Two solid hours and a good story. The rewards are ample and fun.
My only complaint is that there are no options for extending this adventure past 2 hours. No potential bonus objectives. On the plus-side, this module is only $2.99. A fair trade-off I suppose.
This adventure defines 5-stars to me. This adventure starts you with a typical-seeming scenario, and then things get a little bit twilight-zone. What is going on in Selpt!? Where did all of these cats come from? and Don't you think you need a cat to keep you safe? Everyone should have a cat.
Stop thinking about buying this and buy it. Meow. err... now!
Don't let the numbering fool you, this is the SECOND module in the storyline and boy is it a doozy. A somewhat flaky NPC gives you not enough info to work with and then as you're really getting into the thick of saving her friends, you find that the problem is of a far different sort to what you were prepared for!
This module is great for parties that like exploration, for DMs who love watching players ask questions and test things that they'd never before considered and has a really great opening for extending a cave into a homebrewed dungeon, ir if staying with Adventurer's League, perhaps one from another book. Definitely recommended....
This module was everything you'd want in an introduction to a storyline or a region. First, it's starts in a tavern, as all campaigns should (I say this in jest!), and second it gives the characters a clear and distinct reason to be heroes and to work together right from the start.
It's a solid 2-hour adventure that feels complete at 2, but also feels organic with the bonus item added. I hate it when bonus stuff feels "tacked on" and this didn't at all.
Bonus: There are a TON of maps included with it, making this module a must if you're going to run this storyline....
Having read the description i have already decided that this is a strong cadidate class for my next module, and if I do use this then credits will be added.
Thank you for this beautiful piece of work.
I actually found these rules a while ago from a Reddit post, and have been using a non-updated version of it for about a year! Now that I've found the source and true home, I am happy to see that you have expanded on this ruleset, and I will definitely be using these going forward! My players love this homebrew!
I really hate to offer a negative review against a writer here, and certainly don't count myself as an expert at RPG campaign construction, but I unfortunately found the significant number of mispellings and grammatical errors so distracting, that I admittedly could not stand reading past the second page. I'm disappointed in the apparent lack of concern for editing detail, and would not purchase anything from this contributor in the future. If the developers of this adventure choose to update these files to eliminate the obvious grammatical/spelling errors, I would be very happy to alter this review.
Update: I received a very quick reply from the writer of this campaign, and I really appreciate their timely and kind response, and work on providing an updated version. Unfortunately, the grammatical errors are still quite numerous (one significant one in the introduction you can even see when reading the summary for this one-shot prior to purchasing). Overall, I think the concept is ...
This is one nice collection of NPCs from friends, allies, villains, foes and monsters. It even had a nice set of tables in the back for random characteristics for NPCs. I can't wait to use this help Dungeon Master's aid in adventurers I will be running for my crew in the New Year.
So the other day I was in need of a liche for my game. Needed him to be an upper level BBEG. It would have taken me a few minutes to create, but honestly would not have had any flavor or content to him. Instead, I went directly to F&F II from Cawood!!! WOO HOO, I turned to the table of contents and BAM, there it was, the Liche section. I love the work that Andrew at Cawood does! It is always so helpful to have everything set up and ready to go. The artwork is wonderful too. Appreciate Cawood putting the work in to create content that is functional....
Few issues with this one, biggest being that the war priest in the final encounter has no stat block and the Volo's stat block is painfully underpowered as a substitute. There are multiple inaccurate or incomplete stat blocks (no fly speed for aaracokra, wrong weapon on 'boss', massive lack of ranged weapons). It's great fun to run but the inaccurate stat blocks are bothersome.
i was one of the players from the session and the DM asked for my opinion of the session from this campaign. it needs work. the idea was good but the not knowing if a cart was required or not was a downside, some setup to it would have been nice, and the side quests felt like they distracted to much from the main quest making it feel to clustered all together. also there were a lot of assumsions that took place, assuming the party went to the marketplace, assuming we,d accept the side quests and assuming that we'd have the gold to easily purchase a cart and horses. also the map felt very simple and empty, using more complexity and places to have cover frm the attacks would have been helpful and added diversity to the fight rather then a simple brawl that was over after a few rounds. also the lost kid caused the party to completly back track from the quest and go back into town after already departing adding what felt like unnessicary time to the campaign wihtout contributing more then ...