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Curse of Strahd Review

This review originally appeared on neuronphaser.com, and has been moved here for archival purposes.

Curse of Strahd is one of the strongest of the official Dungeons & Dragons adventures. There may not be a better module for Wizards of the Coast to retell, since I6 Ravenloft ranked among the best modules of all time, and Curse truly takes the necessary steps to convert it and then improve on it, rather than simply repackaging old material. What you’re getting is the iconic Ravenloft adventure featuring Strahd von Zarovich’s Castle Ravenloft and the haunted village of Barovia, but with his tragic backstory spread over a bigger playing field that presents hundreds of new mysteries, encounters, and new characters. It sheds new light on the classic story and challenges players with new, engaging material. Best of all, the concept of “replayability” present in the original module through the tarot-style Fortunes of Ravenloft Tarokka card deck is back, and that means you never know who’s your greatest ally, where the secrets to defeating Strahd might lay, and ultimately, where Strahd will reveal himself for the inevitable epic battle at the adventure’s climax.

Rating: Content 4/5 and Form 4/5.

Buy the hardcover at Amazon or pick it up on D&D Beyond!

Read on for the full review!

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Time Tracker and Exploration Manager for Dungeons & Dragons 5th Edition

If you’ve cut your teeth on Advanced Dungeons & Dragons, grew up with OD&D, are revisiting old school gaming styles via a retroclone on Fantasy Grounds, or as part of an experiment in playing through the origins of the hobby, one of the things you pick up on real fast is that time is a major component of the game’s tension: it takes time to search for secret doors, discover hidden treasure, disable traps, and map dungeons…and all that time taken means more wandering monster rolls! Light source durations, spell durations, and all sorts of other mechanics impact this aspect of the game, so it’s no surprise there are a lot of “time trackers” out there.

Now there’s one for Dungeons & Dragons 5th edition! More info below.

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The Darkness Beneath Dalentown is now available for the DeScriptors RPG!

Hordes of oozes, slimes, and demonic forces stand to threaten the growing settlement of Dalentown, and only a heroic adventuring party stands in their way!

The Darkness Beneath Dalentown is a fantasy roleplaying adventure in the classic style, converted and updated to the narrative DeScriptors roleplaying game! Now you can use the powerful, genre-bending DeScriptors game to tell stories of heroic action, dungeon-crawling survival horror, and old school fantasy daring.

This scenario provides a wealth of new mechanics and options to the DeScriptors game, including handling gear, magic items, spells, troupe-style play, companion characters, and more. Additionally, the dangerous adventure locales and highly political setting of Dalentown provides an excellent opportunity for long-term adventures or even campaigns, or great ideas on how to run action-packed one-shots in a diceless system like DeScriptors. Better yet, the narrative, flexible nature of the game mechanics make the scenario highly adaptable to games that rely on descriptive keywords, whether they are dice-based or diceless.

This isn’t a simple conversion from the Swords & Wizardry version of the adventure, but a completely rebuilt scenario that leans into the strengths of DeScriptors. Which, by the way, you can pick up the PWYW version or the Definitive Edition and still run this adventure: you choose! So pick up The Darkness Beneath Dalentown – DeScriptors Edition today!

Sword Coast Adventurer’s Guide Review

This review originally appeared on neuronphaser.com, and has been moved here for archival purposes.

Unsure of who the target audience is, Wizards of the Coast makes its first critical fumble with the Sword Coast Adventurer’s Guide, a slim book featuring some real diamonds in terms of character creation (Backgrounds, Races, and Classes), but ultimately covering the Realms (not just the Sword Coast) in weak, vague terms. With over 100 pages geared mainly towards providing information useful strictly for filling out a Player Character’s backstory, this is the type of release that can easily be skipped unless you need the crunchy bits, in which case you’re better off finding it on a steep discount for the (at best) 50 pages you will end up using.

Rating: Content 2/5 and Form 3/5.

Buy the hardcover at Amazon or pick it up digitally at D&D Beyond.

Read on for the full review!

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Out of the Abyss Review

This review originally appeared on neuronphaser.com, and has been moved here for archival purposes.

If you’re looking for material to loot for your home game, this book is solid gold: evocative NPCs, a great variety of locations and plot threads, a superb mixture of railroady adventure path-style and wide-open exploration, and some incredibly iconic villains are the bread and butter of Out of the Abyss. But if you’re looking for a campaign to run from start to finish, the organization of topics and internal referencing is atrocious, and the adventure kicks in without preamble. DMs will be forced to put a lot of elbow grease into running this thing; expect a lot of note-taking, index-writing, and on-the-fly page-flipping. Luckily, it’s a great adventure, so it’s worth the work if you enjoy the prep phase of DMing. Even better, other folks have already put in the work for enterprising DMs, and that kicks this over the fence from Meh to Thumbs Up!

Rating: Content 3/5 and Form 4/5.

Buy the hardcover at Amazon or get it digitally at D&D Beyond.

Read on for the full review!

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