I really enjoy this product, it adds interesting bits in my campaigns and to the PC's. (I love seeing their faces when I tell them that they have a point of corruption.)
It's simple and easy to understand and that is all I could really ask for!
I DMed all three adventures of the Vampire Hunt trilogy during AetherCon last month, and this one was not fun to run. I spent most of my time trying to parse unclear mechanics, poorly balanced fights and several rooms that went out of their way to punish PCs.
I had a consistent party for all three adventures. However, the adventures are APL 5, 8 and 10 to correspond with different floors of Undermountain. Obviously they weren’t close to level 10 by the end of the trilogy. Hopefully AL admins/Wizards will learn from this.
The first objective has a great concept, but it is nearly impossible to execute. It is written like a logic problem. If you move one puzzle piece first, then you can move the second, and so on. However, the "puzzle pieces" are NPCs. The only way for players to figure out the puzzle as written is if the DM can go back and forth, roleplaying all five NPCs in the scene. I love how this season adds more encounters that can be resolved by roleplaying instead of rolli...
These are some great feats, though I think some of them are a bit on the strong side, particularly the whip and dagger feats. Daggers and sickles suddenly become superior to every other simple weapons, dealing damage on par with many martial weapons, and daggers already 3 useful properties. I'm generally against giving extra damage with a feat, as it can cause a lot of issues with balance. I would reccomend changing the weapons' existing damage die to a d6 instead, or give a flat +2 damage, and maybe give a +1 to attack bonus. I'll likely modify those feats if I use them. Besides my gripe about damage, great work!...
My group had a lot of fun with this mod. It's straightforward to run as a DM and it was easy to set up the map on Roll20. It is fairly combat-heavy (and you'll probably want to upscale the encounters for most groups), but the good use of the terrain keeps it interesting and moving.
I DMed this dungeon crawling adventure at AetherCon last month and enjoyed it the most of any adventure in this tier 2 trilogy. 08-08 could work very well as a straight-forward, stand-alone four hour dungeon crawl because it’s the easiest S8 module to pick up and run. However, as part of the "Vampire Hunt" trilogy it feels like a weak link in the broader narrative, stretching what should have been a pair of adventures in to a trilogy. DMs have to set reasonable expectations and build up the ending to make players feel a sense of accomplishment, particularly if they won’t finish the trilogy.
This module is easy to pick up and run. There are few moving parts. DMs are given a little room to improvise some puzzle solutions. If you have avoided anything from Season 8 because of the new adventure format, this adventure is probably the easiest to run of any official DDAL Season 8 modules to this point.
Players feel like they are entering the lair of something evil as soon as th...
This is a different, fun, and quirky adventure mod that is a great way to introduce a party to Waterdeep. I enjoyed leaning into the ever-present "narrator" NPC, and the mystery is a perfect set-up for a new party. It leaves plenty of room for the PCs to make decisions and play it out their way.
I'm going to start by saying that I absolutely love this class and have been excited to start playing as a rock gnome industrialist in my weekly homebrew game ever since we got to the final weeks of our recently completed Ravenloft campaign. Since we started at 3rd level and you've made several changes to the early level progression based on Tom's review, I haven't experienced any of the issues that he did so kudos on your quick response to that feedback (other than only getting two skills instead of the four I would expect).
Other than a few typos here and there (e.g., the starting equipment has "leather" as an item and a non-existent pack as an option), the PDF is well put together and nicely structured. That said, I do have a few questions about some of the design decisions for the class which will help my DM and I to nail down the mechanics of this class as we progress our campaign through to level 20. Sorry in advance for how long the rest of this review is, but I figured I'd p...
Essential for any DM, even if you have no interest in solo adventuring whatsoever!
The breadth of tables and ideas presented in this document warrant the price of admission alone!
Solo adventuring can also be a wonderful way to flesh out a campaign world between sessions with your group!
It's a blast, give it a whirl!
In reply to the author's question: yes, please do quote me! I love this product and would be happy to urge others to buy it!
Has everything I need for my players. I would liked it more if there was another page for equipment and notes and spells but as it is it's great. Very atmospheric especially for horror themed settings like Ravenloft. I would love to see more sheets in this style.
I really look forward to putting this adventure in front of my players. It's a nice 'on the road' diversion, with an interesting story and a full selection of NPCs for my roleplay-heavy players to interact with. It's nice to see an adventure that manages to be straight forward, but still intreguing - not everything needs a surprise twist.