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On an alien world there is a city. And in that city is a Garden, qiute alive. I hope you like Kuntz adventurers because I picked up something like six of them from the 5 buck chuck booth at GenCon. Garden of the Plantmaster is a frigging deathtrap! It could also be held up as an example on how to design a module for higher level play.
The hook here is pretty terrible. The party gets a vision while traveling, a mental call for help. Following the way they find a waterfall that flows UP! More adventures need things like this; some way of clearly delineating that Things Have Changed and that insert whimsy and wonder in to the adventure. The map for this adventure is one of the worst I have ever seen. In fact it may actually be the worst map every produced for any adventure module, ever.
It has some kind of crude symbol like things on it and appears to have been created in some ish computer graphics product. Attempts to follow the map led me to hate it, and probably the module by association. A bit of searching though turned up a color version on Robs blog which does a great job of communicating the environment, is much more readable, and fires the imagination.
It turns an awful experience in to the exact opposite and got me excited about keeping and running the module. This place is an overgrown garden with very dense vegetation off the garden path. The path has a lot of nooks, crannies, and dead ends and more than a few hidden areas.
The encounters are … somewhat disappointing? All of the above? Density first. One of the first encounters will probably be with some spiders in a clearing. Fifty feet past that on the path is a killer tree and slyph.
Sixty feet after that on the path are some giant snakes. And then something else, and something else, and something else. The place is certainly teeming with life! Life that invariably jumps out and attacks. I love this kind of stuff; new monsters keep the party on its feet and idiosyncratic rules that accompany them add a lot of flavor to combats.
This was all a pretty welcome relief from the relentless combats that the rest of the garden provided for. The tricks, traps, and magic items found in the garden are all going to be of the plant-based variety. Leaves that give you Storm Giant Strength when munched on are great … but how do you know to pull them off and eat them?
The same with seed pods … the whole garden is full of leaves and seed pods, what makes these special enough to investigate further? Generating random, and usually aggressive, flowers.
Vine types. Bird types, Insects, fruits, spices, fungi, uses of plants, different types of trees and shrubs properties of various plant life … the list goes on and on. There is a HUGE variety of additional resources to help the DM get in the right mindset and increase their vocabulary and get their brain working overtime in order to provide interesting detail to the players.
No single encounter is likely to be a problem for the party. That means that fireball and lightning bolts are not going to be of much use. Cure Disease, Cure Poison, and other spells of that type are going to be the go to ones for this adventure. The relentless attack of the lower HD creatures combined with their special attacks is going to have even a 12th level party having to watch themselves and their resources and how they play.
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ISBN 13: 9780943775043
On an alien world there is a city. And in that city is a Garden, qiute alive. I hope you like Kuntz adventurers because I picked up something like six of them from the 5 buck chuck booth at GenCon. Garden of the Plantmaster is a frigging deathtrap! It could also be held up as an example on how to design a module for higher level play. The hook here is pretty terrible.
Garden Of The Plantmaster (Ad&D: World Of Kalibruhn)
Among the various source material presented herein is:? Over 20 new monsters! Over 60 pregenerated wandering encounters! Convert currency. Add to Basket. Condition: Very Good.
Garden of the Plantmaster
Every item in our inventory has been inspected, very strictly graded, and bagged for its protection. Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW NM " means shrink wrapped in near-mint condition. Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible.