Quick Find
     Sister sites
    See our Quickstart Guide for information on how to get started.

    Having Problems?
    • FAQ - our Frequently Asked Questions page.
    • Device Help - assistance for viewing your purchases on a tablet device.
    • Contact us if none of these answer your questions.

    Affiliate System - Click here for information about how you can get money by referring people to !

    Our Latest Newsletter
    Product Reviews
    Privacy Policy
    How to Sell on
    Convention Support Program

    RSS Feed New Product RSS Feed
    FS9 - Water Weird's Wake $3.00
    Average Rating:3.0 / 5
    Ratings Reviews Total
    0 0
    0 0
    0 1
    0 0
    0 0
    FS9 - Water Weird\'s Wake
    Click to view
    You must be logged in to rate this
    FS9 - Water Weird's Wake
    Publisher: Adventures in Filbar
    by Iiro K. [Verified Purchaser]
    Date Added: 11/20/2020 16:38:30

    I ran this by setting it in another gameworld (Greyhawk) and in a very different kind of location than described in the adventure. Overall the adventure idea is good. Help the local druid to gather some magical components to battle a water weird. While it provides a nice change of pace from dungeon crawling and shifts the setting to a more natural world, I failed to get the most out of the module itself as I differed in my location from the module's own village, Xanadu.

    The map provided in the adventure details the region where the village and spell components are, it will need to be used as is, instead of just dropping it where ever the DM wants. For me, the village had been changed into one in the middle of a deep forest and thus the map was already out of the picture. On the upside, you can run this without a map at all and just insert the encounters from the map wherever you feel like having them. However, drawing a new hex map to place the locations in the nearby area is recommended, as otherwise they may appear a little suddenly. Also the spell components could be a little different, as they do not feel all that much like the components of the potion of waterbreathing that is supposedly crafted from them. Something of note is that it provided a lot of experience points for the PC, as several of the enemies (using AD&D 2nd edition monster manual for the enemies) had higher xp values than anticipated. A welcome change from the previous one I ran, where the rewards were on the low end due to missing out on a couple of healing potions.

    Some things were not explained very well, such as if other adventurers can bring in some of the components as several had been sent out and how that could be handled. Also the hex map offered no scale or travel time notes, which would be crucial for time sensitive situations that may happen. And while I did not end up using the drowning rules included, I found they did not answer for a situation of drowning damage applied to a multi-class character.

    In conclusion, the module requires some amount of work to adapt when not run as is. It did provide me with an interesting way to introduce a new village to my campaign area and a good four and a half hours of adventuring. In the end it was an interesting idea and with some additional work it could have been a very good experience. However my subjective opinion ranks it mid tier for the additional preparation required when adapting it to anything else than how it was written.

    [3 of 5 Stars!]
    Creator Reply:
    Thanks for the review, sorry it didn't fit in exactly but we're glad you made changes to fit your needs!
    Displaying 1 to 1 (of 1 reviews) Result Pages:  1 
    0 items