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Quests of Doom-Froggy/Necro
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<blockquote data-quote="redrick" data-source="post: 6612850" data-attributes="member: 6777696"><p>I bought this book, but it's hard for me to review an adventure book until I've played through at least several of the adventures in it! So my review could be tied up quite some time in jury duty, so to speak.</p><p></p><p>I wrote an overly lengthy play report based on the <em>Noble Rot</em> adventure (the winery one). Several other users commented with their own experiences of it as well. That can be found here: <a href="http://www.enworld.org/forum/showthread.php?435144-Play-Report-Quests-of-Doom-The-Noble-Rot" target="_blank">http://www.enworld.org/forum/showthread.php?435144-Play-Report-Quests-of-Doom-The-Noble-Rot</a></p><p></p><p>The summary is that it's a location-based adventure with a lot of good atmosphere and a backstory that's easy to plug into just about any campaign. Unfortunately, in play, it felt pretty flat, with all but the final few combat encounters feeling like a waste of time. All spooky music with no real scares.</p><p></p><p>Our group is currently playing <em>Bad Moon Rising</em>. This is a nice investigative adventure that can be used as a springboard for a mid-level sandbox adventure. We've woven a couple other plotlines from our campaign into the adventure, which has worked really nicely. It also means that it's taken us longer to play, because a lot of our sessions have been spent on side quests and tangents that we've come up with ourselves. Regardless, this adventure was exactly what we needed. A solid chassis, with a minimally described town, nobility and local threat. There are a lot of spaces that can easily be filled in with the DM's own material (often on the fly for me), but I'm sure a group could also slam through it pretty quickly with just the material presented, if that was how they wanted to play it.</p><p></p><p>For me, this book feels a bit like buying several issues of Dungeon magazine. Some of the adventures might not be very good, or at least not at all to your tastes. Some of the adventures are intriguing, but don't fit with the level or themes of your current campaign. You might read them and pull some ideas out. And, if you're lucky, you might actually find an adventure that's worth slugging more or less whole-cloth into your current game.</p></blockquote><p></p>
[QUOTE="redrick, post: 6612850, member: 6777696"] I bought this book, but it's hard for me to review an adventure book until I've played through at least several of the adventures in it! So my review could be tied up quite some time in jury duty, so to speak. I wrote an overly lengthy play report based on the [I]Noble Rot[/I] adventure (the winery one). Several other users commented with their own experiences of it as well. That can be found here: [url]http://www.enworld.org/forum/showthread.php?435144-Play-Report-Quests-of-Doom-The-Noble-Rot[/url] The summary is that it's a location-based adventure with a lot of good atmosphere and a backstory that's easy to plug into just about any campaign. Unfortunately, in play, it felt pretty flat, with all but the final few combat encounters feeling like a waste of time. All spooky music with no real scares. Our group is currently playing [I]Bad Moon Rising[/I]. This is a nice investigative adventure that can be used as a springboard for a mid-level sandbox adventure. We've woven a couple other plotlines from our campaign into the adventure, which has worked really nicely. It also means that it's taken us longer to play, because a lot of our sessions have been spent on side quests and tangents that we've come up with ourselves. Regardless, this adventure was exactly what we needed. A solid chassis, with a minimally described town, nobility and local threat. There are a lot of spaces that can easily be filled in with the DM's own material (often on the fly for me), but I'm sure a group could also slam through it pretty quickly with just the material presented, if that was how they wanted to play it. For me, this book feels a bit like buying several issues of Dungeon magazine. Some of the adventures might not be very good, or at least not at all to your tastes. Some of the adventures are intriguing, but don't fit with the level or themes of your current campaign. You might read them and pull some ideas out. And, if you're lucky, you might actually find an adventure that's worth slugging more or less whole-cloth into your current game. [/QUOTE]
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