This is part five of my campaign. I could use some fellow foundry author's eyes and idea's to see what they think of this module. Would love reviews from people who have never played my campaign to see how it is as a stand alone. As well as players who have played the previous four installments.
It can be found by typing Tyr in the best column and playing the last module in the "And Justice for All." campaign.
Features Three Maps: Candle Keep, Diplomats district. Baldur's Gate Side Street, and A massive hand built cavern underneath Baldur's Gate. Companions: Module comes with a complete set of companions so even clerics should have success in the more challenging fights. A bard, a Paladin and a Ranger. NPC's: Tons of roleplaying. Two side quests for now with more that can be added. Lore: As always in my modules the history and lore of the realms is in heavy use. Also several of the "Books" that could be read in the Baldur's Gate game have rough versions in the module. Combat: Varied combat with different groups of enemy and staging. Options: Plenty of Options to play your way.
Overall this foundry was very good. The custom maps were excellent and it was packed full of Lore. To even understand where some of this side lore is coming from one would have to know before hand from other modules and books about the forgotten realms or the sword coast.
For example the whole scene about the two men being hung in Baldur's Gate seems out of place unless you read books or played modules about Baldur's Gate. It is called the prisoners circus and stuff like that happens all the time in that city. Lore junkies love this stuff and it really connects the story to the forgotten realms. Good job on that scene it was perfect.
This module is what foundries should strive to be. Had the right amount of story, combat, and lore.
Map: Good use of generic maps. I liked the changes you made to make it feel a bit more alive. The second time on sloping street coming down the tower was well done.
Combat: Well done with each encounter being changed to appear as if belonged. Did get a tad repetitive killing pretty red heads. They usually don't fit in well with a group of bandits .
Flow:This is a tad rough. First objective of talking to Fair Denna is quiet a hike into the map. Then finding the mage Neeava was hard to find but did show a cool amount of work you played with on the map.
Story: Simple story even touched on the divorce from your NPC's in the previous mission. Would like to see a touch more background on your NPC. These seem like common Neverwinter problems and it does establish the campaign you are going for.
Edits Needed There is a point you have the Mage twice this makes some of the tower fights very easy. Npc Afraid of hights, should be Heights, Grate should be great early in the quest.
Like the campaign your building with cook Halfling npc's. Would love a little more back story onto what drove them to Neverwinter and away from their home.
This is another great installment in the "And Justice For All" campaign. I have been a Forgotten Realms players for over 20 years and the author has done "Justice" to the lore and rich history of the world. He has done a great job incorporating the various books, games, and modules into the story line.
The characters have continued to evolve over the campaign and each of them have an unique personality that brings an extra dimension to the experience. The maps are beautifully done and really captures the essence of the locations they are suppose to represent. The antagonists maintain the central theme in each installment of the campaign but are unique and compelling unto themselves.
I can't wait for the next part of the campaign to see where the author will take us next.
Comments
Overall this foundry was very good. The custom maps were excellent and it was packed full of Lore. To even understand where some of this side lore is coming from one would have to know before hand from other modules and books about the forgotten realms or the sword coast.
For example the whole scene about the two men being hung in Baldur's Gate seems out of place unless you read books or played modules about Baldur's Gate. It is called the prisoners circus and stuff like that happens all the time in that city. Lore junkies love this stuff and it really connects the story to the forgotten realms. Good job on that scene it was perfect.
This module is what foundries should strive to be. Had the right amount of story, combat, and lore.
***
If you get a chance please try the sequel to my original foundry: The Return to sloping Street NW-DACVPHGHW.
Thank you
Sequel: The Return to Sloping Street NW-DACVPHGHW
Part 3: The Merchant's Tower NW-DC3LB6TZ9
Review Return to Sloping Street.
Map: Good use of generic maps. I liked the changes you made to make it feel a bit more alive. The second time on sloping street coming down the tower was well done.
Combat: Well done with each encounter being changed to appear as if belonged. Did get a tad repetitive killing pretty red heads. They usually don't fit in well with a group of bandits .
Flow:This is a tad rough. First objective of talking to Fair Denna is quiet a hike into the map. Then finding the mage Neeava was hard to find but did show a cool amount of work you played with on the map.
Story: Simple story even touched on the divorce from your NPC's in the previous mission. Would like to see a touch more background on your NPC. These seem like common Neverwinter problems and it does establish the campaign you are going for.
Edits Needed There is a point you have the Mage twice this makes some of the tower fights very easy. Npc Afraid of hights, should be Heights, Grate should be great early in the quest.
Like the campaign your building with cook Halfling npc's. Would love a little more back story onto what drove them to Neverwinter and away from their home.
Nice work
The characters have continued to evolve over the campaign and each of them have an unique personality that brings an extra dimension to the experience. The maps are beautifully done and really captures the essence of the locations they are suppose to represent. The antagonists maintain the central theme in each installment of the campaign but are unique and compelling unto themselves.
I can't wait for the next part of the campaign to see where the author will take us next.