Bolares
Hero
Shadows of the last war was dopeThe Eberron adventures for instance were atrocious
Shadows of the last war was dopeThe Eberron adventures for instance were atrocious
I bought it and was disappointed. It was great to see all my favorite characters with 5e stat blocks, but the villains' motivations seemed forced and hokey. Faldorn as an eco-terrorist was great, but Edwin, Monty & Xzar all fell flat. However, I did use Viconia as a hook to get the party the party to go to the underdark where I'm running a heavily edited OotA.You might enjoy this product, in case you're not familiar with it:
Heroes of Baldur's Gate (5e) - Dungeon Masters Guild | Dungeon Masters Guild
5E adventure by James Ohlin, lead designer of BG 1 & 2, set in BG and featuring many characters and locations from the games.
The principles were good, but it was just so sparse. The thought of exploring an ancient giant weapon complex is amazing but the end result, the maps, the artwork, the page count was like something I’d find in Dungeon Magazine. Even this was ranked one of the ten best adventures in D&D 3e.Shadows of the last war was dope
We played the 1st half. The party chose not to pursue the second half at the time, other tasks being more urgent. Although it now features in one of the character's backstory.Has anyone played the Lost Laboratory of Kwalish? I ran it, and it's both very good and very bad...
I ran HotDQ straight from the book, with improv based on player actions, no major work. It went well.Agreed that you can make them all work and have a good time, but I don't think they're all playable as written. I think even the weakest ones have good content. But they require a lot of work from the DM.
I don't know, I've run it multiple times, as is and the players always loved it. I love whitehearth with all my heart. that dungeon is so cool!The principles were good, but it was just so sparse. The thought of exploring an ancient giant weapon complex is amazing but the end result, the maps, the artwork, the page count was like something I’d find in Dungeon Magazine. Even this was ranked one of the ten best adventures in D&D 3e.
Nerver heard of this Adventure, gonna check it out!Incidentally, if you want an amazing Eberron adventure convert Rise of the Runelords to Eberron. It works so well.
I like that even though the adventure is very sandboxy, there are subtle ways the book puts the players on a path. There are specific guides that are viable from the start, and those will direct the party in directions that will give them clues on how to advance the story. So the players will feel like they are making all the choices, but the book is lightly guiding them through....Regarding Tomb of Annihilation's appeal...
It's a jungle hexcrawl, then a delve in a deadly dungeon, with a time limit - that's a challenge.
The hexcrawl has an Indiana-Jones vibe, with a lot of funny moments, and with interesting NPCs and locations.
The Tomb actually manages to recreate the spirit of the original Tomb of Horrors: the players have to think to overcome the deadly traps
Moreover, there is a strong nostalgia factor (the Tomb of Horrors, Isle of Dread, Dwellers of the Forbidden City, Artus Cimber, Dragonbait...)
While HotDQ isn't my cup of tea as an adventure, I do agree that you can run it as written.I ran HotDQ straight from the book, with improv based on player actions, no major work. It went well.