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4/5

in the middle of book 2 now. Had one "death" and a lot of very close calls. The ap's ability to put the fear of gods in the players is one of my favorite parts, every corner has something new and dangerous to look at and talk to. Before running I'd rec reading the Nhimbaloth article (near the back if you have the compilation. Otherwise the wiki article is fine) and a little on Absalom in case the party goes there. spoilers from here.

Otari's a pretty standard town. Every important npc has art for them. Making sure your players have and read the players guide is a must just so they make sure what mechanical services they have. Ground floor is mostly combat focused, there's two npcs to negotiate with, one's pretty motivationless and the other is very amusing and is planning on invading the town. Cool environment.

There's a potential to go to floor 2 before floor 1, which is very bad if the party looses favor with the cultists. If the gunslinger didn't get like three crits in the big fight they would've tpk'd. Luckily they're non-hostile-ish when you first meet them. Almost every npc here is neutral to the party when they meet, which is great! A lot of very tense roleplay moments! Chandriu will tpk them if they don't run away!

The party made their way back to floor 1 eventually, at which point they were overleveled and just harlem globetrottersed the morlocks. It was a great change of pace after the absolutely brutal floor 2. They ended up negotiating with the spider king.

4/5. Cool lore and love the more cosmic elements. Great creatures, thematic consistency while having variety. Challenging but fair. Could use a random encounter table and more of the classic dungeon crawling resources.


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2/5

Dungeon is a combat delivery system with a few traps that a *friendly* ghoul can activate at opportune times. The framing and questgivers are the best part, softly competing against each other and each not giving pcs the whole truth. Some suggestions for alterations for home games:

1) Festival Activities: kunai throwing comps, lizard racing, exhibition bouts

2) A shallow stream running down the middle of room 3 where the amoeba is hiding in wait.

3) A living prisoner in 4 because players love saving people.

4) Maybe swap out kobolds for something more undead-themed. I did goblin skeletons.

5) the howl in 12 is a different but familiar voice for each of the pcs.

6) Dormant skeletons in 13 that come alive halfway through the fight in 14

7) Spider in 11 is dead and the undead victims inside it burst out of it when poked.

8) A potential random encounter on the road to the keep. Sell the cairnlands as dangerous.


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3/5

Picked for scraps for a 2e home game. Didn't use the society errand run framing, the puzzle chapter, or the ambush.

The best chapter was the orphanage. One team focused on keeping Auntie busy while the other snooped around and interviewed the kids. They just barely didn't succeed. Keep in mind that in official canon the questgiver is currently dead.

They chose the guaril encounter next. They got the "use this warehouse of scraps to solve the problem" bit but in my opinion took more risks than necessary. Rolling well bailed them out. Took the least amount of time of the three.

Keep in mind that we have a lawful good champion in the party and meeting Guaril was already pushing it. They went to the townhouse, I hammed up Zarta a little too much, made the imp a little too sympathetic, and the party noped out. Zarta's very fun though.

It turned out to be a really good narrative curve, giving the party the feel of low-level quest board adventuring until their characters were tired of it. There were jokes of the quest board being like craigslist ads. Also a great way to get the party to know some locals and future quest givers. There's little combat if you purposefully take out the combat like I did, so maybe add a sewer crawl or something to add variety.