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Wizards of the Coast

Forfatter af Tasha's Cauldron of Everything

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Wizards of the Coast game company was started in the home of Peter Adkison in 1990. It grew to be a leader in the hobby gaming business and a part of the global Hasbro family. The purpose Wizards of the Coast is to provide great entertainment for the hobby gaming community through games, novels, vis mere comics, TV series, apparel and more. vis mindre
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Værker af Wizards of the Coast

Tasha's Cauldron of Everything (2020) 555 eksemplarer
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Player's Handbook 9 eksemplarer
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Associated Works

Magic: The Gathering Pocket Players Guide (1994) — Publisher — 179 eksemplarer

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It's not perfect, but it's very, very good.

This adventure is the best I've seen from Wizards of the Coast in terms of DM ease-of-use. I'm coming to this from Princes of the Apocalypse, which is a royal mess, and this is a breath of fresh air. While PotA requires massive amounts of page flipping simply to find the basic storyline and What's Happening, Dragon Heist instead includes everything the DM needs to know up front. If you're good at improvisation at the table, you truly could read the first chapter to get the main ideas and invent the rest on the fly.

That being said, there is plenty here to run with and you won't run out of content. The adventure is presented flexibly enough that you can modify it on the fly, but with enough information that you don't have to.

You like flowcharts? There are flowcharts.

Encounter maps? Lots of those (older style, not like the Mike Schley maps you might be used to if you've only played hardcover 5e adventures).

Encounter variety? Check.

Factions are useful, relevant and interesting; NPCs have personalities and motivations (though modern politics seeps its way into them); players have freedom to explore; villains are interesting; and the adventure is highly replayable.

Finally, you get Waterdeep. The City of Splendors. Personally, I'm coming to the adventure with very little prior lore knowledge. But there's enough background information presented here that I can see it being quite easy to make the city real and unique at the table.

In all, it's an introductory adventure that contains an incredible amount of useful and easy-to-use information for the DM. If your players are interested in an urban intrigue roleplay-heavy campaign, give it a shot.
… (mere)
Synopsis2486 | May 15, 2023 |
Very *very* sandbox-y and rather disorganized. This isn't something you can just pick up and run. It takes managing your players' options and being very aware of all the possibilities in each area.

That being said, there's a lot of fun stuff to do here :)
Synopsis2486 | May 15, 2023 |
I like that the 1st part of the book is not a forced march of you must go do this mission. It's ability to change as the players decide where to go is a nice change from prewritten campaigns I have played in the past. As the Dungeon Master for this campaign, the only problem I had with it was putting my players in the mindset of how brutally cold the setting is. Overall we had a great time playing this campaign.
jamesjarrett00 | Aug 11, 2022 |
My SO and I bought this so we could do a 2 player game because we missed playing and aren't sure when we'll be able to play with our group again. We've been playing for 3 years, but neither of us has ever DMed. My SO is the DM and said the adventure left a lot open to add details to the story and customize to the PC's backstory. The rulebook only has the common races and a few classes and subclasses, but you can play any.
I'm playing a Dwarf Forge Domain Cleric (from [b:Xanathar's Guide to Everything|35378941|Xanathar's Guide to Everything (Dungeons & Dragons, 5th Edition)|Wizards of the Coast|https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/books/1501465919l/35378941._SX50_.jpg|56737486] )… (mere)
DoomLuz | Jul 20, 2021 |



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