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Waterdeep: Dragon Heist
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<blockquote data-quote="Jester David" data-source="post: 7495079" data-attributes="member: 37579"><p><strong>3 out of 5 rating for Waterdeep: Dragon Heist</strong></p><p></p><p><em>Waterdeep: Dragon Heist</em><span style="color: #000000"><span style="font-family: 'Tahoma'"> is a tricky product to review. It’s almost as large as a regular storyline adventure, but there’s really not much there. It has four different story-ettes, but none stand alone. You can easily run it twice, but likely not for the same group as at least half the content is going to be identical. It’s nice to have an alternative introductory adventure to the one in the </span></span><em>Starter Set</em><span style="color: #000000"><span style="font-family: 'Tahoma'">, which covers a comparable level range, albeit for half the price.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'">The investigations are sadly very linear: you go to two locations and then follow a variable chain of encounters before engaging in a short dungeon crawl. There’s certainly room for the adventure to go completely off the rails and some writing is spent detailing key locations if it does, but there’s not much advice or suggestions for the plot in that instance. This could have been a much more interesting adventure, with more divergent plot lines and an investigation whose flow chart actually flows. And frustratingly, none of the assumed adventures truly involve a heist. This *should* be called “</span></span><em>Waterdeep: Dragon Hunt</em><span style="color: #000000"><span style="font-family: 'Tahoma'">“. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'">Judging the product based on what it actually does rather than what it could have done, the actual story is fine and should play well at the table, with a moderate mix of investigation and combat and small dashes of dungeon crawling. The early chapters are somewhat freeform and left to the DM to built atop the various faction’s missions. There’s some fun moments, interesting characters, and decent locations that should capture the imagination. The adventure doesn’t end in a cliffhanger and things wrap up neatly enough, but the party should be left in a decent position to continue their adventures in Waterdeep. Which is a good thing, what with the second part not coming out for two more months. And there’s more than enough information here to get started on a Waterdeep campaign that eschews the depths of Undermountain and instead focuses on bringing down a devilish cult, Thieves’ Guild, or simply focuses on keeping the tavern afloat and the patrons happy.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'">For any DMs planning on running this right away, I’d advise you to just take your time and let the story breathe a little: it’s still many weeks before </span></span><em>Dungeon the the Mad Mage</em><span style="color: #000000"><span style="font-family: 'Tahoma'"> drops and you could probably blow through this book in four sessions. Take it slow. Let them enjoy some tavern life and really build on those small sidequests in Chapter Two.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Tahoma'">read my full review <a href="http://www.5mwd.com/archives/5038" target="_blank">here</a> </span></span></p></blockquote><p></p>
[QUOTE="Jester David, post: 7495079, member: 37579"] [b]3 out of 5 rating for Waterdeep: Dragon Heist[/b] [I]Waterdeep: Dragon Heist[/I][COLOR=#000000][FONT=Tahoma] is a tricky product to review. It’s almost as large as a regular storyline adventure, but there’s really not much there. It has four different story-ettes, but none stand alone. You can easily run it twice, but likely not for the same group as at least half the content is going to be identical. It’s nice to have an alternative introductory adventure to the one in the [/FONT][/COLOR][I]Starter Set[/I][COLOR=#000000][FONT=Tahoma], which covers a comparable level range, albeit for half the price. [/FONT][/COLOR][COLOR=#000000][FONT=Tahoma] The investigations are sadly very linear: you go to two locations and then follow a variable chain of encounters before engaging in a short dungeon crawl. There’s certainly room for the adventure to go completely off the rails and some writing is spent detailing key locations if it does, but there’s not much advice or suggestions for the plot in that instance. This could have been a much more interesting adventure, with more divergent plot lines and an investigation whose flow chart actually flows. And frustratingly, none of the assumed adventures truly involve a heist. This *should* be called “[/FONT][/COLOR][I]Waterdeep: Dragon Hunt[/I][COLOR=#000000][FONT=Tahoma]“. [/FONT][/COLOR][COLOR=#000000][FONT=Tahoma] Judging the product based on what it actually does rather than what it could have done, the actual story is fine and should play well at the table, with a moderate mix of investigation and combat and small dashes of dungeon crawling. The early chapters are somewhat freeform and left to the DM to built atop the various faction’s missions. There’s some fun moments, interesting characters, and decent locations that should capture the imagination. The adventure doesn’t end in a cliffhanger and things wrap up neatly enough, but the party should be left in a decent position to continue their adventures in Waterdeep. Which is a good thing, what with the second part not coming out for two more months. And there’s more than enough information here to get started on a Waterdeep campaign that eschews the depths of Undermountain and instead focuses on bringing down a devilish cult, Thieves’ Guild, or simply focuses on keeping the tavern afloat and the patrons happy. [/FONT][/COLOR][COLOR=#000000][FONT=Tahoma] For any DMs planning on running this right away, I’d advise you to just take your time and let the story breathe a little: it’s still many weeks before [/FONT][/COLOR][I]Dungeon the the Mad Mage[/I][COLOR=#000000][FONT=Tahoma] drops and you could probably blow through this book in four sessions. Take it slow. Let them enjoy some tavern life and really build on those small sidequests in Chapter Two. [/FONT][/COLOR][COLOR=#000000][FONT=Tahoma] read my full review [URL="http://www.5mwd.com/archives/5038"]here[/URL] [/FONT][/COLOR] [/QUOTE]
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