Great flavour and the first real dip into the Season's core story/theme. Was a little confusing setting up whether a certain group of NPCs was caught up in things or not (reading the adventure you'll know what I mean without giving anything away).
Neat adventure taking the group to a close but far location from Phlan, was fun for my players with lots of opportunity for creative thinking and RP. For DMs it would help to get a stats for the key NPC in this adventure (without giving things away) along with a little more quotes/lines for PC interactions.
Great introductory adventures for anyone new to Adventurer's League or D&D in general. Could use a little bit of editing and updating to bring it in line with the current AL Player's Guide and DM's Guide.
This is a great build, really nice accessories for any village. May be used with the provided new tiles or not.
The fountain is great! Really draws attention to itself. I was under the impression that it is going to be really hard, but it wasn't, it's just different from building buildings. This set is VERY recommended.
A lot of new mechanics here, so DMs do need to perpare well ahead of running this adventure. Although a 4 hour adventure, it can easily take 6. Like most AL modules, it could use a little editing but is otherwise the most epic Tier 1 adventure I have ever read, well done!
I expected this to work flawlessly, the combat tool did not work on the stock monsters. That was my biggest frustration. Additionally, when creating a character I expected to be able to randomly generate stats with the RMFRP set. Lastly, the software is designed to run on a localhost using a web interface. Which is great provided you have the ability to connect to a router so that your players can do something with the software. In a lot places there were no buttons to return to the main module, so I had to use the back button far too frequently for my tastes.
The character sheet for printing is awful, as well, I'd expect that it would render in a very nice sheet that we could print and take to the table. I expected the ability to enter my own data as well.Purchasing the data packs is the route they decided to take, but if I don't have the extra money and I want to invest my time into entering the data myself, I expect to be able to do that. Overall its a decent attempt, but...
I had a lot of fun running this adventure and my table loved it. It has a great sense of scale and they felt like they were actually affecting the events around then which helped get them invested. Fair warning though, it is important as a DM to give the players an understanding of what they are up against. If they want the best results, or are just very brave/reckless they can find themselves in truly dire situations.
Its a very inspiring read, full of hooks for both creativity and literal role playing
I felt enchanted by the detailed descriptions, and was both amused and fascinated with
the way things are written and the feel they evoke.
I fully recommend this book for a Game Master looking to give more life to tomes and libraries
taking new spins on things and something different and fresh.
I utilized this as a sneak peak into Barovia with a group I am running through LMoP, Using the Barexit loophole to get the players out of Barovia to finish LMoP before a proper CoS Campaign.
This adventure really captures the atmosphere for the CoS campaign, with the scenes painted very bleakly and the change up in the different monsters players will face in Barovia. Additionally, while the players were able to avoid some of the more dark moments (the possible ending scene specifically, should the players bring a PC back), those scenes do play into the feel of this world very well.
The combat encounters we decently scaled. With 5 4th level charecters they definetly felt the pressure, but were also able to avoid the final combat encounter completly through good RP and choices they made at the start of the adventure.
If you are needing an entry into Barovia, and have charecters above the DDAL04-01 threshold, this adventure fits the bill and runs very smoothly. ...
Some elder evils, some merely middle aged.
Honestly several parts of this book should merit a four, unfortunately they're dragged down by other chapters and given how poor some of those feel for a title called Elder Evils while even the good chapter aren't too long and I really can't justify giving this title over a three.
Each chapter of this book (post the intro of course) presents a different potentially apocalyptic scenario and some suggestions on how to integrate it into your campaign along with a climatic encounter complete with maps and full info. They also include info on adapting the evils for the Faerun and Eberron settings. The trouble with this approach is that several of these chapters feel disjointed, illogical (and not in a good way) or incomplete. Not to mention that for a title called elder evils some of the presented evils feel pretty lackluster. **Some do not**, several of the chapters present some pretty good options with a lot of potential that, if they w...
Super great adventure for new players. With some modifications, I've now used this 4-5 times to introduce new players to the game and almost always had a great reception.
The first 2 hours of the adventure are almost entirely roleplaying, with a healthy opportunity for ability checks. This is much better than beginning with combat, which can be slow and technically confusing to start with.
The scenario almost always (4/5) results in great teamwork and leading new players to understand the benefits of such.
There is a great combat opportunity for the last 30-60 minutes.
The setting and NPCs are fairly dry. I spiced things up by altering the opening (start in a jail), the setting (place the event in an ancient giant's castle), and other fantastical elements (in the castle, I placed various creatures like horses and wyverns in the stables as well as several floors in the Keep that could be explored).
Really top notch product all around. The artwork and presentation is excellent. Each character is well fleshed out and unique. I love the adventures provided as well, as it's something I feel was missing from the Hero's Handbook and Gamemaster Guides. With this book and the core rule book alone you have a wealth of story material, heroes and villains to start telling great stories with.
First of all, the art in this game is GORGEOUS. I know that's not the most important thing but it really draws you into a superhero world.
I love that this RPG has the backing of a true setting based on the author's actual novels. It's easy to read and laid out really well. I like how you can just have this pdf and not need to refer to anything else, the rules are flexible and this is really the best Fate Supers game released up to this day.
I look foward to see the other books that will be coming out for this RPG. Nice job!...