Review copy courtesy of Wizards of the Coast.
Pros
The full colour art continues in
this book. Locations, characters, and more are here and in the
similar style we’ve come to expect.
The high quality art continues to
the maps. They are full colour and looked great as handouts to the
players. This is especially nice, since the first area is a carnival
that they can see and plot the next attraction to visit.
The character summary section is
nicely done, and I hope future adventures continue with this
organization. The major characters are summarized in their own
sections. Stats, traits, flaws, and bonds are all listed with some
character background. Their personality is summarized into
“Roleplaying Cards”, which covers just the summary of their
personality and their alignment, personality traits, flaws, and
bonds.
There are a few handouts, which is
nice to see. Really, I hope adventures going forward put more effort
into making things easier to run, and easier to track. Many people
pay for adventures to make things easier for us to run.
In terms of organization, it’s
probably one of the best books we’ve seen in a while. Multiple
sections are separated, and a story tracker is provided.
Sections of the adventure have
non-combat solutions. Many players like negotiating, so it’s a
nice to see the options provided when many other books don’t even
spare the space for 1-2 sentences for such possibilities, or what
happens should players lose combat.
Could Go Either Way
Parts of the adventure, like items
the players look for, are randomly determined. This adds
replay-ability. And as someone who has run the same adventure
multiple times before, I welcome alternate ways to replay the
adventure. However, it does make reading the adventure more
challenging and makes the reminders eat up word count. Personally
though, I think this is a plus.
Cons
The stats for some characters use
a simplified stat block. This means that if they are a spell caster,
you won’t get all of their prepared spells listed. Instead they
only get a few daily use spells, and often powerful at will. Think
you can adjust it yourself? You could, but some characters don’t
add up. Based on their spells, their proficiency should be higher.
No PDF*
* Denotes nitpicking.
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The standard cover for the adventure. Pretty good, though I could've also gone for some Feywild scenery.
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Introduction
We
have another large spanning adventure. This time, taking place in the
Feywild. A location that hasn't got much attention in this edition
yet in terms of adventures. Though
it has got some in the past. In this adventure, we
are back in the Feywild. Interestingly, it also focuses on ways to
avoid combat. We
have a fairy tale atmosphere, villains straight out of a fairy tale,
characters,
and an adventure with some twists and turns.
What
do I think of the adventure? It’s an interesting one. I like the
non-combat resolutions, and think this is a good adventure for new
players. Combat can be kept low, and role-playing as well as
character mechanics can go to the forefront. It’s
not perfect however. The middle portion can feel a bit repetitive, so
I think it’s important to make each of the villains different. The
final location though? Love the concept. I
ran the opening carnival twice. Once as intended in the adventure,
and once as an
attraction. I
then ran the
whole thing beginning to end.
My
players were experienced, and they loved to role-play. The two
combined made the adventure go well, since they played to its
strengths.
Which is also why it took so long for this...but it also wasn’t so
bad due to
most of the adventure being playable without combat.
Which
my players avoided.
A lot this time. Including some brand new players. In
fact, I’d say players are
encouraged to play avoiding
combat.
The Adventure
New Player Options
This really is an adventure. A little
bit is given here for players though. There’s a couple of
backgrounds, lots of trinkets, and two new races. When I say that, I
mean there’s a lot of trinkets in the table. I always like seeing
these, as they are nice useful things to put in occasional desks
players may check. The adventure gives an option for the adventure to
involve the player’s childhoods. But there isn’t too much crunch
here in terms of new mechanics. It’s really about exploring and
interacting.
The new races are roughly in line with
what we’ve come to expect. They are significantly more powerful
than the original ones. Humans in particular continue to have their
value diminished due to the ability score bonus being worse than the
+2 and +1 of the new ones when using the variant with a feat. And
these races often have at least one feat worth of bonuses. Though the
flexibility and potential for combat may still entice some. Just keep
an eye out for this, as some minor adjustments (custom feats, minor
magic items, expanded background option, etc.) may need to be made if
used alongside some of the weaker options.
New Monsters
There’s not much
here either. Most monsters and characters are existing creatures, and
races. Most are also based on simplified character sheets. If you
like seeing the full spell lists of characters, this will be a bit of
a problem. Also if the characters expected to find a spellbook from
the body of a dead wizard. Making it even worse, the stats don’t
note their level in their class like cleric, and their spells known
can even contradict their proficiency bonus. Provide us both versions
please. This should be easy, and can even be provided through the
website without losing anything. The very least I’d like to see is
the character’s level, so I can make their list myself.
What You Need to Play
The Monster Manual, Player's
Handbook and Dungeon Master's Guide are referenced at the
start of the adventure. The standard
collection of books we’ve come to expect. I miss the days when the
basic rules were enough. But
this is normal now.
Non-Combat
Options
One
of the big things of this adventure is that there are many non-combat
options. And even combat options often have non-death results. So it
makes it a pretty good adventure for new players, or those that like
the exploration and role-play components most. This doesn’t mean
it’s the easiest adventure to run. It’s a bit better than some
others due to the layout, and also it’s more linear than some
others. The non-combat
options will also help make it easier for new Dungeon Masters to run,
though I do suggest you learn how to manage combat quite quickly. But
it also will require some prep time. Especially
the conclusion due to a rather complicated lock devise. What
this does better than some other adventures is that it provides
papers to fill out to keep track of adventure elements. These are
especially useful for those parts of the adventure that can change
every time the adventure is run. I’d
probably say it’s somewhere in the middle. I
hope thinking of ways to make it easier for Dungeon Masters to run
continues to be a priority in
future adventures.
The Adventure Itself
The adventure itself goes from level 1 to about level 10. As is
common, levels are given out for particular events in the story. The
nature of the story also means that combat can play a far more
negligible role than other previous adventures. So the challenge
becomes navigating and role-playing. A nice change, though combat is
not completely absent, which is my preference anyway. This also comes
along with a more constrained story than some previous adventures.
It’s not as much of a sandbox. It’s more like multiple smaller
and constrained sand boxes one after another. There’s still wiggle
room, but there’s also an order to the sandboxes as well. This can
be beneficial for newer players I think, as it gets them role-playing
and interacting with different skill checks. But it may not teach
them enough about combat for other campaigns. So don’t be afraid to
run a few scenarios before this campaign, or before whatever more
combat heavy campaigns you have planned after. It can obviously also
be an issue. I know many of my previous groups really do like combat
encounters with a twist or puzzle element. Though they also liked the
occasional break, this is quite a long campaign in that style.
The opening provides two different options to bring players in. They
both work, but I think there’s an obvious choice. This is because
it forces more role-play, and also makes the campaign more personal.
I do appreciate the other options, and it’s easy to come up with
other motivations. Such as being a hired hand for another player.
These sorts of options are often essential for players who want to
make their attachments during gameplay. Put another way, some players
like to write big backstories. Others prefer to keep it simple, and
discover their character through role-play. And once they find a
dynamic they like, or experience things as their character, they push
forward forming their character through those interactions. Some
level of both is impossible to avoid, but the balance can shift from
player to player. So in general, I recommend asking the players on
this one. But I think most would prefer the motivation that ties into
their backstory.
The adventure itself is fairly well laid out. There is an
introduction section with a hook early in the adventure that players
take part in. It’s also randomly generated (or can be, if you don’t
prefer to decide yourself), adding some mystery about where they need
to go. They then go through a fairy tale like realm, and engage with
3 hags. Finally, it ends in a puzzle stage. A palace frozen in time,
with some adversaries being free to move and attempt to half the
party’s progress.
The introduction is fun. In fact, I ran it twice, though once in a
more modified state. It takes place in a mystical carnival, so it was
a breather session where the players could enjoy the sights, while
also looking for someone. The real nice thing here is that there is
enough here to be like a mini-guide to running the Witchlight
Carnival. It’s also beginner friendly. The carnival mood also
changes based on player actions, and there’s a few small subplots
going on at the carnival to help fill things out. Some tie into later
parts of the adventure too.
There are three realms, one per hag. They are all a bit different,
and have their own theme. This should be handled with care, since I
can see it feeling repetitive. But the differences between them are
big enough that each one can be made interesting in its own way. The
appearance of each also plays into their themes. There’s also a
supporting cast for each location, and extra subplots. Each hag also
has her own weakness, which further plays into the more relaxed
combat nature. It turns it into more of a puzzle, which I think is a
good thing, but it’s something that can be group dependant.
The realm of Hither is a swamp area. The side content here is very
solid and entertaining. The court of Bullywags is particularly fun,
and I played into the schemes with a hint of comedy. The exploration
of the hag’s lair is more standard, but can also be made
interesting by using the weakness, and playing into the character.
The realm of Thither is a forest, and contains a hag and stolen
children. It’s the most fairy tale the adventure gets, and really
playing into it was appreciated for my players. Even going as far to
make sure to do a voice like telling a kid a story. The side content
is good too but the main area with the hag...I’d suggest reading it
carefully. And especially notes. There’s just many ways for this to
go, particularly if your players will try to save the children.
And finally, the realm of Yon. The opening art to the chapter is also
beautiful, and one of my favourites in this book. The same goes for
the design of the hag herself. It’s Shakespearean, with the hag
having a flair for the dramatic and loving to have plays put on for
her enjoyment. There is also a prophecy element, that further plays
into the theatrics. When I ran this, it was my favourite of the
three, and my players felt the same. It also takes some setup, but
absolutely I’d say the trick for me was playing up the theatrics.
My players also improvised a tragic play on the spot. Which was
entertaining for us all. The role-play opportunities are very good on
this one.
And finally... the ending. The palace of the archfey the players have
heard about since the start, frozen in time. Really, this is a very
solid ending. Other characters are frozen in time too. It’s a setup
that leads to good role-play, and potential combat scenarios. Also it
leads to interesting visuals. It’s a suitable payoff to the mystery
built early with what happened to the archyfey. You’d expect
something serious to have occurred, and this fits. Some fun
encounters, including the possibility of combat. Puzzles, role-play
chances, and the setup means it’s fairly easy to add rooms, change
rooms, or add more frozen time fun. I really do like this ending. It
feels like an event, and makes sense in the context of the adventure.
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The alternate cover for the adventure. I really like this one. Though it's not as obviously fitting as the standard.
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The Art and Book Build Quality
The art again maintains its quality.
The large scale maps in particular are evocative and in character
with the adventure. Characters get portraits often, along with their
descriptions. The big bads also get portraits, making it easy to show
players. Which I really like. Always do this please. It makes it easy
to show the players and have them on the same page when it comes to
the general appearance of the big bad they meet. Come to think of it,
it’d be cool to get a few set piece pictures to show players when
they enter a room. Anyway, it’s more of the same. If you liked
previous books, you’ll be at home.
I had no issues
with condition of the book on this one. But as always I’ll say to
flip through and check the binding if you are picking it out from the
store. Most people will probably order online at this time, which
won’t afford the same ability to check the book.
Price
For the suggested retail price of this
product, you can check here.
The cost is the same we are used to for adventures of this size at
$50 in the States and $65.95 in Canada (poor Canadians, the price went a little in the years I've been reviewing). As usual though, taking a quick
look for sale prices can find you a good deal.
What I felt was Missing
A PDF of the adventure would be nice
(like always I mention this). Having the supplement containing all of
the creatures to run the adventure would also be nice...but looks
like this ship sailed. Some big pictures that can be shown for set
piece encounters before it starts would also be cool.
Please provide spell lists for
characters, along with the reduced stat blocks. If I want to have
them do more, or help in utility ways, it makes life easier. Sure I
can do them myself, but the way they’re written I need to decode
them because their spells and proficiency modifiers don’t line up.
It needs to be said that since combat is not emphasized, this is not a good adventure to get in order to re-use combat encounters. I know some people who look for maps, and entire combat encounters to re-use and modify. If this is what you wanted, this will not be the adventure for you.
Free Stuff
Nothing to see
here. Yeah, I know. I miss opening adventures being free too.
Summary
It’s a good adventure. Combat is not
de-emphasized, so if you’re a combat loving group it may not be the
best choice. In such a case, a Dungeon Master can adapt around
it...but it’ll be significantly more work. It also makes it a good
choice for new players who want to role-play, and may not have a good
handle on combat yet. Though I do suggest that new players do get to
experience the combat to see if they like it. The characters are
good, the areas are interesting, and the final area is great in
concept alone, and I like it otherwise. A palace frozen in time. It’s
also a great concept to build your own version, or to add to what’s
there. However, there is a repetition of three locations in the
middle, one for each hag. These don’t have to be repetitive, and
I’d say effort was taken to make them different. But when running,
I’d keep an eye out to make sure it doesn't’ feel too samey. In
general, I was surprised by how much I liked this one.