Thank you for the adventure! I got it recently in the Hounds of Hendenburgh and Obsidian Keep double kickstarter. My players and I had a blast, we had to take a little break from the campaign unfortunately, but now we're getting ready to tie up loose ends after fixing the whole temple problem. (The Wailing Hills haven't really been taken care of so far and the party fled from Mount Mourn during the first visit) Raiding the Obsidian Keep is next on my list, unless my players decide to go to the Krytwood first of course ;)
I bought this and was less impressed. The writing is good. The mechanics are not bad. Where it fails in my view is the simulationist side. People are trapped in the golden dome, it takes days to get in, and getting in has some logical flaws if looked at too closely. When you do get in, it’s room after room of set piece encounters that seem to have been frozen in place until the players show up. Many of these encounters are very similar, and really are there to drain PCs of HP since these encounters really have no effect on the final outcome. What bothers me most is the idea that these villagers should have been eaten by the nightmare monsters days earlier! The best part is the cigar bandits in the hills outside town. Exploring this area just gives the nightmares more time eat the villagers. The lowest level is a crypt, containing some interesting magical treasures, the ceiling might collapse, and when the players have escaped with some or all of these the adventure insists the NPCs tale these treasures from the players! This makes the last level is really pointless.
I thought the final dungeon wouldn't really work when reading the adventure as well - it worked out fine in actual play, though. I do agree, though, that the whole timey wimey stuff of the people in the temple only dying for real after a week is extremely weird. My players didn't think too much about it (luckily), but yeah, it's strange as hell. My players did not go to the last level, but im fairness the book suggests you can convince the priests to borrow one of the artifacts from down there. Overall, I loved the areas around Ragged Hollow - especially the Gloam Wood is really cool. The final dungeon didn't really convince me while reading the module, but my players had a lot of fun, and that's the important part. Depending on where my players go next, I might make a video about the Hounds of Hendenvurgh next, but it'll take a few weeks until we're done with it, I'm afraid. Thanks for your insights!
Sehr hilfsvoll!
Thank you so much for the kind review. Great video!
Thank you for the adventure! I got it recently in the Hounds of Hendenburgh and Obsidian Keep double kickstarter.
My players and I had a blast, we had to take a little break from the campaign unfortunately, but now we're getting ready to tie up loose ends after fixing the whole temple problem. (The Wailing Hills haven't really been taken care of so far and the party fled from Mount Mourn during the first visit)
Raiding the Obsidian Keep is next on my list, unless my players decide to go to the Krytwood first of course ;)
This campaign seems freakin awesome. Are there video games with similar stories?
I'm afraid I don't know of any :)
My players definitely had a ton of fun exploring the area around Ragged Hollow as well as the dungeon!
I bought this and was less impressed. The writing is good. The mechanics are not bad. Where it fails in my view is the simulationist side. People are trapped in the golden dome, it takes days to get in, and getting in has some logical flaws if looked at too closely. When you do get in, it’s room after room of set piece encounters that seem to have been frozen in place until the players show up. Many of these encounters are very similar, and really are there to drain PCs of HP since these encounters really have no effect on the final outcome. What bothers me most is the idea that these villagers should have been eaten by the nightmare monsters days earlier! The best part is the cigar bandits in the hills outside town. Exploring this area just gives the nightmares more time eat the villagers. The lowest level is a crypt, containing some interesting magical treasures, the ceiling might collapse, and when the players have escaped with some or all of these the adventure insists the NPCs tale these treasures from the players! This makes the last level is really pointless.
I thought the final dungeon wouldn't really work when reading the adventure as well - it worked out fine in actual play, though.
I do agree, though, that the whole timey wimey stuff of the people in the temple only dying for real after a week is extremely weird. My players didn't think too much about it (luckily), but yeah, it's strange as hell.
My players did not go to the last level, but im fairness the book suggests you can convince the priests to borrow one of the artifacts from down there.
Overall, I loved the areas around Ragged Hollow - especially the Gloam Wood is really cool. The final dungeon didn't really convince me while reading the module, but my players had a lot of fun, and that's the important part.
Depending on where my players go next, I might make a video about the Hounds of Hendenvurgh next, but it'll take a few weeks until we're done with it, I'm afraid. Thanks for your insights!
@ I agreed there’s a lot of good stuff here, just a few things that left me having to jump through hoops to make sense of the situation.