Not a very combat-heavy adventure, but the races in this adventure were varied and fun! The race included parts on ground, in air, and across water, and all the legs of the races were handled very smoothly by the adventure's design. It can limit creativity though for some characters who depend on magic and don't have very could skills used in the races.
Clue: The D&D Adventure. There's a lot of information that the both the PCs and the DM need to keep track of, and this can get pretty confusing, especially if you have a group that isn't into murder mystery style puzzles. Some groups may like it, others probably won't. My group had a couple players who really liked it, but the rest of them players were either bored or confused.
The whole town gone mad at the beginning of the adventure makes for some great roleplaying opportunities before the party finds out about the headless horseman and pursues after him. A creative DM can add to the excitement by coming up with all sorts of crazy things the rest of the village is doing. The final encounter was very challenging and very nearly resulted in a TPK for my group. Adjust this with caution. Aside from that, the tragic villain of the story was a very solid and memorable character....
My group found the story for this module to be pretty confusing. I had to often remind them who was who and what was going on in it, especially once the villain started attacking the village and causing chaos. The poor sod Luca though was a very endearing NPC and the final encounter was challenging and fun.
This was definitely an awesome adventure to capstone the tier 2 Hartsvale arc! There's a lot of tension and sense of urgency that really drives this adventure with challenging encounters which, for the most part, make great use of the terrain. The Hartkiller reveal was quite gruesome, but very cool! The final encounter wasn't too much of a challenge, but the Beast of Talos sure gave the party a real fight.
This adventure really has a lot of things going on in it with preparing for the impending army led by Bad Fruul. It takes a bit more preparation to run this well and the number of options involved in fortifying Parnast can be overwhelming to some players. If pulled off right and managed well (and there are a lot of things to manage!), especially if it is run as an epic-like multi-table adventure, this can easily feel like one of the most epic tier 1 adventures.
A very linear adventure but, with mostly fun and challenging encounters and a very cool Giant rune puzzle! I would definitely play up the extraplanar nature of the library by describing astral vistas the characters can see beyond the library's walls.
My group got a little confused by the fissure involved in the secret mission though and almost tried to explore the Underdark entrance below it...
A nice short dungeon crawl, but the encounters seemed pretty underwhelming for tier 3. If you add in some better-scaled theme-appropriate monsters into the encounters, it has the potential to be more encgaging. Even using the strong and very strong adjustments, my players had no trouble with it. I would recommend giving the boss character stronger minions.
It also seems weird that Seer got kidnapped in the first place, considering that she's supposed to be some Elminster-level character.
I was thoroughly delighted with this book. It took me a week to work through it and when done I was looking to see if similiar books are planned for the other lines to bring metaplot forward. The main thing about this book that struck me was the detail that some of the more clan specific plots were moved forward. Frankly it leaves me wanting more.
Date Added: 04/21/2018 15:39:17
Take a long hard look at this game - it's got a great deal of promise.
A neat stat and skill based system with a 2(or more)d20 resolution mechanic that cleverly folds in special effects and varying success alongside levels of skill mastery and raw talent.
Armour and basic defences soak damage and circumstances increase difficulty. Effects add unique outcomes for different weapons and will work the same for spells.
Momentum is a group based mechnic that replaces your usual 'special' or 'critical' successes and can be shared with other players interchangeably with combat and non-combat skills.
Fortune are powerful 'Luck Points' and 'Doom' - Doom is something you buy for extra oomph when you need it, that the GM can spend later to fuel changes in circumstances or enemy spells (sorcery is nasty - just like the books).
DISCLAIMER: The above detail isn't designed to give you a pocket guide to the system, it's designed to make you ask the kinds of question that will lead you t...
Since I read *Apocalypse World*, I read a LOT of different systems and also played some of them. :-)
In this way I think *Ironsworn* is really a milestone in the development of the of the pbtA-system. Shawn Tomkin manages to put the moves together like gears in a clockwork, focusing on getting rid of all the parts that are not necessary to create an ongoing plotline in a cold fantasy-iron-age-world with a strong focus on social interaction. I this way it is closer to a fantasy-Apocalypse-World-setting than Dungeon World with more serious drama and less Quentin-Tarantino-style action.
From the start of *Apocalypse World* there was this idea to *play to find out what happens*. Normally there still is a lot stress on the GM (my feeling) driving the plotline of the group, as (my) players are used to waiting to get a hind on what the next step in the adventure should be.
The idea of the *Iron Vow* as a basis to go on a quest is great. It is followed up by specific moves, if the PC...
Wel it does what it says on the tin and is a simply and free rpg about delving. Something to do when you and your friends have nothing else going on. It is light enough to simply be added to an existing game or modified easily.
Ever bought a setting book or supplemement and been so excited to crack it open, only to discover an hour later that under all the maps of places no player will ever care about and paragraphs of lore trivia no player will ever know, you've bought about 3 total pages of table-ready ideas?
This is the complete opposite of that. It's ALL table-ready content. Nothing but the good stuff.
Are you still here? Must buy, Regardless of whether you own the ICRPG Core book or even intend to ever run ICRPG. Are you a DM of tabletop games? Buy it. ...
This is a very good product. I have bought a couple of maps from these guys and I have enjoyed all the various options that come with them. there are tons of various options to fit exactly what you are needing for your campaign: Night/Day maps, Grid/Gridless, High resolution/Low resolution maps (Low Resolution is great for putting the map on Roll20 or a similar site) and every combination of these that you could want. In addition to this, they give you various perspective shots of the area, so you can get a 3D feel for what is going on throughout the entire map.
The price is on the higher end for a map, but this map basically is three maps all bundled together. The price is reasonable for the amount of options that you get out of it. I would give it a very serious consideration if you are in the market for a high quality noble manor for a fantasy setting. I wouldn't hesitate if I ever saw it on sale and I will definitely be buying more of their products in the future.