Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Acceptance of Fate
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Furn_Darkside" data-source="post: 2008951" data-attributes="member: 210"><p>The "Campaign Supplement" Acceptance of Fate is an 80 page book for $15.95. </p><p>That seems a fair price for the page count.</p><p></p><p>The book is an adventure and a supplement for the world of Diomin, and is the third part of an adventure series. </p><p></p><p>I have not read or run the other parts, and am judging this book on its own merits.</p><p></p><p>There will be spoilers through-out.</p><p></p><p>As a supplement</p><p></p><p>Each Act of the adventure has a set of crunchy bits at its conclusion. </p><p></p><p>1)The first supplement area describes an assassin cult; including their goals, organization, and initiation. It is pretty well written and could easily be applied as a following to any campaign's evil god.</p><p></p><p>Instead of yet another prestige class, the book provides a multi-class path similar to those seen in the Hero Builder's Handbook and Dragon magazines. I liked this feature, and thought it was well thought out. It makes sense that a cult would have a more formal training progression for its members.</p><p></p><p>There are also a handful of feats the cult has developed:</p><p>Disabling Shot- a called shot system in a feat. While the idea is good, I think the requirements are too light. For example: to hit a hand, the target gets +3 to their ac and the attack must do 6 points of damage. One of the results is the inability to use that hand to wield a weapon. This seems very powerful to me, and the bonus to ac should be higher for this and other body parts specified.</p><p></p><p>Extended Point Blank Range- increases the range of point blank attacks by 10'. </p><p>Ranged Attack of Opportunity- Allows the character to make one AoO with a ranged weapon per round.</p><p>Charged Attack- Allows a character to expend a spell slot to temporarily enchant a weapon. </p><p></p><p>Besides my concerns for Disabling Shot, I think the feats are well done and fair.</p><p></p><p>2)The next act holds the rules for Mecheidolon: The Mystical Science of Spirit Tech</p><p></p><p>This is a subset of arcane magic that uses souls to empower magical items and constructs. </p><p></p><p>It includes new spells, the process to create and the consequences of this evil magic, and some sample devices/constructs that can be created using it.</p><p></p><p>This has to be my favorite of the three supplement areas in the book, and I think this magic could easily be expanded into its own book or at least into a large section in a book. The practitioners of Mecheidolon are easily on par with the evil nature of necromancy.</p><p></p><p>3) The final supplement is a new template for thos who have died while performing an important service for their god. To honor the person's sacrifice, the characters are returned to the material world as an agent of that god.</p><p></p><p>As one would expect of a holy agent, this template is very powerful. The Effective Character Level is +3, which seems a bit low to me. </p><p></p><p>Besides the addition to base speed- the template is highly customizable. It allows the player to gain bonuses to two ability of their choice and to choose from a list of powers- such as: fast healing, specific elemental immunity, spell resistance. </p><p></p><p>As an adventure</p><p></p><p>Summary: </p><p>The adventure follows the party as it escorts a power holy magic item that holds important significance to the plans of many- for both good and evil. As they travel, they will encounter, at a quick count, seven different powerful organizations/groups in the land- many having their own agenda concerning the party and the item they possess. </p><p></p><p>By prophecy, the characters will be asked by the gods to perform an amazing sacrifice- will the players trust the gods or attempt to handle the problem in their own fashion?</p><p></p><p>Rail-roading:</p><p>I believe all publish adventures should have some level of rail-roading. If they don't, then the book is just a supplement with a timeline. However, there is a degree to what is reasonable and what goes too far and will find the players rebelling out of common sense.</p><p></p><p>This adventure does a good job of finding a middle ground. There are times when the book openly expresses how it expects the dm to force the players to do something (such as run from a battle), but then gives some advice of how to do it.</p><p></p><p>Since my players know I hold little back in battles, it did not take much for them to want to run. </p><p></p><p>Good points of the adventure: </p><p>The idea of following the will of the gods or following the character's own will is an interesting idea, and I think this adventure handles it well. The conclusion gives some ideas of how the world will alter if they players choose to bend to the will of the gods, but there is unfortunately little consequence detailed if they choose to follow their own will.</p><p></p><p>Some of the encounters with npc's is interesting and the final battle is an impressive melee between two opposing factions and the players. It is possible this battle could be overwhelming to a dm, but it certainly will be exciting.</p><p></p><p>Bad Points of the adventure:</p><p>The first issue I had with the adventure were the creation of the npc's. Many of them had odd feat selections which made little sense for the combat tactics provided. </p><p></p><p>The second issue I had with the adventure was that many of the battles allowed for the adversaries of the pc's to have time to buff themselves with items or spells, but only one of the battles discussed it in the tactics. Even that battle did not appear to have the stat blocks adjusted for the buff's.</p><p></p><p>These two may seem like minor issues, but considering the mid-level nature of the adversaries- it required a lot of extra work on my part as I prepared to run the adventure.</p><p></p><p>How the adventure runs: </p><p>As a one-shot- It runs decently. There are some interesting scenes and ideas, but I think the adventure is less suited for this due to the lack of connection between players and characters. The sacrifice asked of the characters is something that most players might balk at when using long term characters, but when using a one-shot character- they may be less concerned with the consequences.</p><p></p><p>As part of an on-going campaign- This adventure could work with an ongoing campaign- the major ideas, factions, and unique races are all easily altered to meet the needs of the dm. However, just be aware that due to the template mentioned above, the characters could be considerably more powerful afterwards.</p></blockquote><p></p>
[QUOTE="Furn_Darkside, post: 2008951, member: 210"] The "Campaign Supplement" Acceptance of Fate is an 80 page book for $15.95. That seems a fair price for the page count. The book is an adventure and a supplement for the world of Diomin, and is the third part of an adventure series. I have not read or run the other parts, and am judging this book on its own merits. There will be spoilers through-out. As a supplement Each Act of the adventure has a set of crunchy bits at its conclusion. 1)The first supplement area describes an assassin cult; including their goals, organization, and initiation. It is pretty well written and could easily be applied as a following to any campaign's evil god. Instead of yet another prestige class, the book provides a multi-class path similar to those seen in the Hero Builder's Handbook and Dragon magazines. I liked this feature, and thought it was well thought out. It makes sense that a cult would have a more formal training progression for its members. There are also a handful of feats the cult has developed: Disabling Shot- a called shot system in a feat. While the idea is good, I think the requirements are too light. For example: to hit a hand, the target gets +3 to their ac and the attack must do 6 points of damage. One of the results is the inability to use that hand to wield a weapon. This seems very powerful to me, and the bonus to ac should be higher for this and other body parts specified. Extended Point Blank Range- increases the range of point blank attacks by 10'. Ranged Attack of Opportunity- Allows the character to make one AoO with a ranged weapon per round. Charged Attack- Allows a character to expend a spell slot to temporarily enchant a weapon. Besides my concerns for Disabling Shot, I think the feats are well done and fair. 2)The next act holds the rules for Mecheidolon: The Mystical Science of Spirit Tech This is a subset of arcane magic that uses souls to empower magical items and constructs. It includes new spells, the process to create and the consequences of this evil magic, and some sample devices/constructs that can be created using it. This has to be my favorite of the three supplement areas in the book, and I think this magic could easily be expanded into its own book or at least into a large section in a book. The practitioners of Mecheidolon are easily on par with the evil nature of necromancy. 3) The final supplement is a new template for thos who have died while performing an important service for their god. To honor the person's sacrifice, the characters are returned to the material world as an agent of that god. As one would expect of a holy agent, this template is very powerful. The Effective Character Level is +3, which seems a bit low to me. Besides the addition to base speed- the template is highly customizable. It allows the player to gain bonuses to two ability of their choice and to choose from a list of powers- such as: fast healing, specific elemental immunity, spell resistance. As an adventure Summary: The adventure follows the party as it escorts a power holy magic item that holds important significance to the plans of many- for both good and evil. As they travel, they will encounter, at a quick count, seven different powerful organizations/groups in the land- many having their own agenda concerning the party and the item they possess. By prophecy, the characters will be asked by the gods to perform an amazing sacrifice- will the players trust the gods or attempt to handle the problem in their own fashion? Rail-roading: I believe all publish adventures should have some level of rail-roading. If they don't, then the book is just a supplement with a timeline. However, there is a degree to what is reasonable and what goes too far and will find the players rebelling out of common sense. This adventure does a good job of finding a middle ground. There are times when the book openly expresses how it expects the dm to force the players to do something (such as run from a battle), but then gives some advice of how to do it. Since my players know I hold little back in battles, it did not take much for them to want to run. Good points of the adventure: The idea of following the will of the gods or following the character's own will is an interesting idea, and I think this adventure handles it well. The conclusion gives some ideas of how the world will alter if they players choose to bend to the will of the gods, but there is unfortunately little consequence detailed if they choose to follow their own will. Some of the encounters with npc's is interesting and the final battle is an impressive melee between two opposing factions and the players. It is possible this battle could be overwhelming to a dm, but it certainly will be exciting. Bad Points of the adventure: The first issue I had with the adventure were the creation of the npc's. Many of them had odd feat selections which made little sense for the combat tactics provided. The second issue I had with the adventure was that many of the battles allowed for the adversaries of the pc's to have time to buff themselves with items or spells, but only one of the battles discussed it in the tactics. Even that battle did not appear to have the stat blocks adjusted for the buff's. These two may seem like minor issues, but considering the mid-level nature of the adversaries- it required a lot of extra work on my part as I prepared to run the adventure. How the adventure runs: As a one-shot- It runs decently. There are some interesting scenes and ideas, but I think the adventure is less suited for this due to the lack of connection between players and characters. The sacrifice asked of the characters is something that most players might balk at when using long term characters, but when using a one-shot character- they may be less concerned with the consequences. As part of an on-going campaign- This adventure could work with an ongoing campaign- the major ideas, factions, and unique races are all easily altered to meet the needs of the dm. However, just be aware that due to the template mentioned above, the characters could be considerably more powerful afterwards. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Acceptance of Fate
Top