Lost mine of phandelver pdf Has a free version for all.
See Sly Flourish's video, “tier-ranking d&d and rpg campaigns” https://www.youtube.com/watch?v=RzssBOo0b_A
S-tier etc. via his opinion. Sooo… some surprises like:
- Shadowdark’s Cursed Scroll 1. S-Tier.
- Shadowed Keep on the Borderlands. By raging Swan. S-Tier.
- Tomb of Annihilation in A or B tier.
- Ghosts of Saltmarsh.. is many adventures. S-Tier. The Isle of blah is bad he says, rest awesome.
- Ryme frost maiden f tier, ow.
- Dragons of stormwreck isle, S Tier, wow.
- https://www.enworld.org/threads/high-level-adventure-recommendations.671001/page-2
- Lidgar says: DotMM through Roll 20 and it was a blast. Good variety in encounters, role play and puzzles.
- Reynard syas: easy enough to make any given level an isolated dungeon someplace in the world
BTW, what is DungeonMastersGuild? It's a Roll20 + WotC thing, so apparently it's designed for Roll20 (only?).
Tomb of Horrors vs. Tomb of Annihilation, review:
Tomb of Horrors was released way back in 1978 as a Gygax original. Fast forward to the Tomb of Annihilation release date in 2017 and that old-school influence is still clear in this classical adventure of dangerous exploration and downright suicidal dungeon crawling.
Tomb of Annihilation
- 126 pages.
- The Tomb of Annihilation adventure path / Chult Setting, progressing from 1st to 12th level (final cap is debatable)
- 2 new character backgrounds
- 15 new magic items/magical consumables
- 59 new monsters/NPCs with lore and stat blocks
- 26 Tomb of Annihilation map / other handouts
- The adventure path can be cleanly divided into two halves. Chapters 1-3 are the exploration half, and chapters 4-5 are pure dungeon crawling.
- Then we get to the second half, which goes from level 8th level to 12th level (or thereabouts) and it switches into some of the hardest, grindiest dungeon crawling I’ve ever seen. It starts at the snake cult and only gets harder from there as players endure an onslaught of difficult combat, potentially TPKing traps, and try to survive a dungeon literally created for killing adventurers. The first half of the adventure is at a high difficulty already and the second half will be a complete meat grinder for newer players.
- Now it might sound like I didn’t like the second half, but I did, I adore the classical high stakes of this no-holds barred dungeon crawl. I especially loved the “god” spirits that can inhabit the players and the ingenuity of the traps. It just needs to be stated how different these halves feel to play
Tomb of Annihilation, Bakomusha (seems to be a non DungeonCrawl type of guy) on Reddit says:
- PROS
- Jungle locations are some of the best I've seen in a module!
- "Hexsploration" is always fun for me.
- CONS
- The Tomb is actually a cake walk, compared to the Yuan-Ti den, and Omu itself. The traps can by fun, but run the range from trial and error, to 90s Adventure Game level answers.
- Final boss fight can be made a joke with multiple casters with Counterspell.
- (that cheap Aaracokra bones trap, the urgency of the Death Curse discouraging exploration)
- THOUGHTS
- Will certainly cannibalize the jungle encounters for other games, and in the future I might just run the jungle, or juts the Tomb. I found making the BBEG a joker, and making the tomb much more goofy in a lot of way, with a lot of meta jokes and 4th wall breaking, to be a fun way to handle the other wise tedious dungeon crawl. 6.5/10.
- Other agreed Cakewalk - None of my players characters died, tho one got close at the last fight.
The only trap or puzzle that gave him pause was the hall that destroyed
non
emagical items. He solved that by putting everyone in a bag of holding and having a skeleton minion carry them to the stairs. He solved the "mandatory" puzzles with such ease, I swear he was cheating sometimes. The one's he didn't solve tho, the most BS ones he just walked away from. - (that cheap Aaracokra bones trap, the urgency of the Death Curse discouraging exploration)
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