yeh... the faster dndbeyond adds the ability to add spells to characters without class restriction the better. cuz this is some bs.
I am currently waiting on my DM to give me the go ahead to use Frost Fingers. We may just have to homebrew it onto the character. I am disappointed as I was hoping for more cold damage spells to use as a druid.
Is the Tarrasque really in this, or am I missing a joke? I mean, I don’t want to rain on the parade, but nothing ruins the horror vibe for me like fantasy-Godzilla.
There will be a scroll that lets you summon the Tarrasque. And despite claiming that it will be a "modern horror" adventure, the review I've read have said that it more whimsical and funny than scary. I would have preferred a modern horror vibe.
It's like a movie who's trailers make it look like it's a horror flick, but you get to the theater and realize it's rated PG and actually a musical.
I like what I've read in the module so far, but it's no where close to being scary.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Is the Tarrasque really in this, or am I missing a joke? I mean, I don’t want to rain on the parade, but nothing ruins the horror vibe for me like fantasy-Godzilla.
There will be a scroll that lets you summon the Tarrasque. And despite claiming that it will be a "modern horror" adventure, the review I've read have said that it more whimsical and funny than scary. I would have preferred a modern horror vibe.
It's like a movie who's trailers make it look like it's a horror flick, but you get to the theater and realize it's rated PG and actually a musical.
I like what I've read in the module so far, but it's no where close to being scary.
Yeah I'm going to do sit down read through it start to end starting tomorrow probably, but from my skim last night, my first thinking is that some of it could be toned for an Evil Dead slapstick horror, or something like the comic Lovecraftian rework of the Reanimator movies. But the Thing, not really. The whole thing felt ... crammed, I have some sympathies as to why it may feel that way, and I think it can be salvaged, and to me it feels like it needs such salvaging more than Avernus (which also needed work in my book). Basically strong rail impacting stuffed sandbox, but everything in the sandbox has to touch the rail if that analogy makes sense.
And that "big reveal" with the obelisks? If I read it right, that derails the whole adventure if the PCs "do it" ... and the whole "reveal" of the mystery in the explainer just felt sort of random and not really more than an Easter egg for Faerun (and the prison arrangement in Avernus for that one dude). It would have been better, if you ask me to just keep the mystery of the obelisks popping up, never explained, just sort of there, looming in ruin all the time.
Guess I'll be holding off on buying this one then, based on what I'm hearing. It's a shame, I thought we were finally going to get something darker and less humorous, like Curse of Strahd was. Oh well, I'll just have to stick to homebrew for that.
Guess I'll be holding off on buying this one then, based on what I'm hearing. It's a shame, I thought we were finally going to get something darker and less humorous, like Curse of Strahd was. Oh well, I'll just have to stick to homebrew for that.
New DM here, but just out of curiosity can you not take the content and maybe just tweak or rewrite some of it to achieve the darker tone?
You can, but personally I'd rather just homebrew something with similar "modern horror" or "beyond the Wall" themes. A lot of people do tweak/rewrite though, it's totally possible!
Guess I'll be holding off on buying this one then, based on what I'm hearing. It's a shame, I thought we were finally going to get something darker and less humorous, like Curse of Strahd was. Oh well, I'll just have to stick to homebrew for that.
New DM here, but just out of curiosity can you not take the content and maybe just tweak or rewrite some of it to achieve the darker tone?
I think its more they marketed it as a "DnD Meets the Thing" type of experience and its not quite that. I do think there are decent horror elements in there but its less so than anticipated. I give the book about a 6.5/10. Pretty decent premise with good ideas but the legwork as a DM to get it together is kind of a lot. There is a bit of weird balance with these books...too much handholding and its seen as rigid and not enough you leave too much work to the DM to figure out where to go.
Guess I'll be holding off on buying this one then, based on what I'm hearing. It's a shame, I thought we were finally going to get something darker and less humorous, like Curse of Strahd was. Oh well, I'll just have to stick to homebrew for that.
New DM here, but just out of curiosity can you not take the content and maybe just tweak or rewrite some of it to achieve the darker tone?
I think its more they marketed it as a "DnD Meets the Thing" type of experience and its not quite that. I do think there are decent horror elements in there but its less so than anticipated. I give the book about a 6.5/10. Pretty decent premise with good ideas but the legwork as a DM to get it together is kind of a lot. There is a bit of weird balance with these books...too much handholding and its seen as rigid and not enough you leave too much work to the DM to figure out where to go.
This one leans towards the latter.
I don't think anyone outside of Adventurer's League (where it's sort of presumed or mandated, as far as I understand) plays any D&D Adventure straight as written. Honestly, I think the hardback adventures put out for 5e largely work for me as "adventure or campaign kits". They do a good job presenting settings and personalities that add "character" to the setting. It's the script you're encouraged to follow is usually where things break down (last go round with Avernus, many pointed out a key "why would they do that?" issue with character motivation between the intro chapter and where the meat of the adventure starts). I think it would be better for Wizards to focus on its strengths: provide a setting, organize the powers that be in the world and explain those dynamics, then explain in broad "this key world event happens" and provide ways for the characters in the setting to respond directly or indirectly to the event. This allows the DM to pick and choose or more easily follow the PCs logic, and would also provide more value because there's stuff to "revisit" in the game with another set of characters, etc. It also allows groups to drop in established characters and figure out a place to start rather than go with the Wizards assumption that begins every book with PCs at first level and a need to figure out a way to bind them as a group. In short, publish the map let the game players figure out their path.
WotC is never shy about which classes they love/hate.
but Wizard players are going to complain that wizards do not get enough love.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
WotC is never shy about which classes they love/hate.
but Wizard players are going to complain that wizards do not get enough love.
Comrade, let's look at context before assuming design prejudice:
3 Spells, even though the listing says they're all in the Codicil of the White, it seems 1 is from that work and the other 2 are from The Incantations of Iriolarthas. While I'm not sure why a book written by Auril worshippers wouldn't contain Druidic or Cleric spells, the fact that the climax of the adventure is exploring the remains of a city of super wizards, two new spells popping up I don't think is a product of privileging or hating classes. It's the game world, moreso in this instance the game world's deep back story.
Anyway, the bigger two of the three spells I think are inaccessible at the power level the PCs should be at when they find it. So those are basically "loot" possibly of great value to more powerful magic users (Candlekeep would probably pay considerably for them) unless they want to hold onto them for the long game.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Guess I'll be holding off on buying this one then, based on what I'm hearing. It's a shame, I thought we were finally going to get something darker and less humorous, like Curse of Strahd was. Oh well, I'll just have to stick to homebrew for that.
New DM here, but just out of curiosity can you not take the content and maybe just tweak or rewrite some of it to achieve the darker tone?
I think its more they marketed it as a "DnD Meets the Thing" type of experience and its not quite that. I do think there are decent horror elements in there but its less so than anticipated. I give the book about a 6.5/10. Pretty decent premise with good ideas but the legwork as a DM to get it together is kind of a lot. There is a bit of weird balance with these books...too much handholding and its seen as rigid and not enough you leave too much work to the DM to figure out where to go.
This one leans towards the latter.
I don't think anyone outside of Adventurer's League (where it's sort of presumed or mandated, as far as I understand) plays any D&D Adventure straight as written. Honestly, I think the hardback adventures put out for 5e largely work for me as "adventure or campaign kits". They do a good job presenting settings and personalities that add "character" to the setting. It's the script you're encouraged to follow is usually where things break down (last go round with Avernus, many pointed out a key "why would they do that?" issue with character motivation between the intro chapter and where the meat of the adventure starts). I think it would be better for Wizards to focus on its strengths: provide a setting, organize the powers that be in the world and explain those dynamics, then explain in broad "this key world event happens" and provide ways for the characters in the setting to respond directly or indirectly to the event. This allows the DM to pick and choose or more easily follow the PCs logic, and would also provide more value because there's stuff to "revisit" in the game with another set of characters, etc. It also allows groups to drop in established characters and figure out a place to start rather than go with the Wizards assumption that begins every book with PCs at first level and a need to figure out a way to bind them as a group. In short, publish the map let the game players figure out their path.
Honestly this is just too true...if they wanted it to be like "kits" they would do a better job of organizing the material to be such. Almost all of them do a terrible job of just outlining the adventure and giving you quick reference material. Storm King Thunder does the best job of them all but its even a bit muddy especially in the beginning.
The books are poorly outlined for the most part...but have a TON of cool compelling stuff in them!
I love Out of the Abyss but that book is designed so poorly I had to buy a campaign guide to help me out.
They, unfortunately, continued this trend in this book....Some really really cool stuff in there but the organization is bad. I wish they would just do as you say and put out a guide for the adventure rather than attempting to write it out like a book.
yeh... the faster dndbeyond adds the ability to add spells to characters without class restriction the better. cuz this is some bs.
I am currently waiting on my DM to give me the go ahead to use Frost Fingers. We may just have to homebrew it onto the character. I am disappointed as I was hoping for more cold damage spells to use as a druid.
It's okay, D&D has lots of goofy stuff in it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Goofy? What are you talking about? D&D is full of serious, grimdark stuff, like the dreaded Flail Snail or terrible Duckbunny.
Wizard (Gandalf) of the Tolkien Club
And the mind-eating platypus, and unicorn bunny.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's like a movie who's trailers make it look like it's a horror flick, but you get to the theater and realize it's rated PG and actually a musical.
I like what I've read in the module so far, but it's no where close to being scary.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
You joke, but that rabbit's got a vicious streak a mile wide!
Yeah I'm going to do sit down read through it start to end starting tomorrow probably, but from my skim last night, my first thinking is that some of it could be toned for an Evil Dead slapstick horror, or something like the comic Lovecraftian rework of the Reanimator movies. But the Thing, not really. The whole thing felt ... crammed, I have some sympathies as to why it may feel that way, and I think it can be salvaged, and to me it feels like it needs such salvaging more than Avernus (which also needed work in my book). Basically strong rail impacting stuffed sandbox, but everything in the sandbox has to touch the rail if that analogy makes sense.
And that "big reveal" with the obelisks? If I read it right, that derails the whole adventure if the PCs "do it" ... and the whole "reveal" of the mystery in the explainer just felt sort of random and not really more than an Easter egg for Faerun (and the prison arrangement in Avernus for that one dude). It would have been better, if you ask me to just keep the mystery of the obelisks popping up, never explained, just sort of there, looming in ruin all the time.
Jander Sunstar is the thinking person's Drizzt, fight me.
I was kinda disappointed as well with Auril's stats so I'm gonna buff her up so she's more powerful.
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
Can someone who has the book spoil me the stuff with the Obelisks and the
Time travel
bit? I don't know how angry I should be for the lore butchering.
Much appreciated ;-)
EDIT: nevermind, found a YT video and the relevant page.
Guess I'll be holding off on buying this one then, based on what I'm hearing. It's a shame, I thought we were finally going to get something darker and less humorous, like Curse of Strahd was. Oh well, I'll just have to stick to homebrew for that.
Wizard (Gandalf) of the Tolkien Club
New DM here, but just out of curiosity can you not take the content and maybe just tweak or rewrite some of it to achieve the darker tone?
You can, but personally I'd rather just homebrew something with similar "modern horror" or "beyond the Wall" themes. A lot of people do tweak/rewrite though, it's totally possible!
Wizard (Gandalf) of the Tolkien Club
I think its more they marketed it as a "DnD Meets the Thing" type of experience and its not quite that. I do think there are decent horror elements in there but its less so than anticipated. I give the book about a 6.5/10. Pretty decent premise with good ideas but the legwork as a DM to get it together is kind of a lot. There is a bit of weird balance with these books...too much handholding and its seen as rigid and not enough you leave too much work to the DM to figure out where to go.
This one leans towards the latter.
I don't think anyone outside of Adventurer's League (where it's sort of presumed or mandated, as far as I understand) plays any D&D Adventure straight as written. Honestly, I think the hardback adventures put out for 5e largely work for me as "adventure or campaign kits". They do a good job presenting settings and personalities that add "character" to the setting. It's the script you're encouraged to follow is usually where things break down (last go round with Avernus, many pointed out a key "why would they do that?" issue with character motivation between the intro chapter and where the meat of the adventure starts). I think it would be better for Wizards to focus on its strengths: provide a setting, organize the powers that be in the world and explain those dynamics, then explain in broad "this key world event happens" and provide ways for the characters in the setting to respond directly or indirectly to the event. This allows the DM to pick and choose or more easily follow the PCs logic, and would also provide more value because there's stuff to "revisit" in the game with another set of characters, etc. It also allows groups to drop in established characters and figure out a place to start rather than go with the Wizards assumption that begins every book with PCs at first level and a need to figure out a way to bind them as a group. In short, publish the map let the game players figure out their path.
Jander Sunstar is the thinking person's Drizzt, fight me.
but Wizard players are going to complain that wizards do not get enough love.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Comrade, let's look at context before assuming design prejudice:
3 Spells, even though the listing says they're all in the Codicil of the White, it seems 1 is from that work and the other 2 are from The Incantations of Iriolarthas. While I'm not sure why a book written by Auril worshippers wouldn't contain Druidic or Cleric spells, the fact that the climax of the adventure is exploring the remains of a city of super wizards, two new spells popping up I don't think is a product of privileging or hating classes. It's the game world, moreso in this instance the game world's deep back story.
Anyway, the bigger two of the three spells I think are inaccessible at the power level the PCs should be at when they find it. So those are basically "loot" possibly of great value to more powerful magic users (Candlekeep would probably pay considerably for them) unless they want to hold onto them for the long game.
Jander Sunstar is the thinking person's Drizzt, fight me.
Honestly this is just too true...if they wanted it to be like "kits" they would do a better job of organizing the material to be such. Almost all of them do a terrible job of just outlining the adventure and giving you quick reference material. Storm King Thunder does the best job of them all but its even a bit muddy especially in the beginning.
The books are poorly outlined for the most part...but have a TON of cool compelling stuff in them!
I love Out of the Abyss but that book is designed so poorly I had to buy a campaign guide to help me out.
They, unfortunately, continued this trend in this book....Some really really cool stuff in there but the organization is bad. I wish they would just do as you say and put out a guide for the adventure rather than attempting to write it out like a book.
Even if you survive the death bunny, the Gnome Squidling will tickle your mind to death.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
lol
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard