Prepared: A Dozen Adventures for 5th Edition: Volume 1
K**G
Useful.
Useful for mini sidequests in my homebrew Campaign, particularly if my players take sudden off piste directions.
H**Y
Dense with quirky and memorable adventures
At 23 pages, this thing seems at first a little thin for the price, but the content is certainly worth it! While the adventures are not particularly ground-breaking, they all have unique quirks and details to make them memorable.The layout is a little awkward as adventures can start part way down either of the two columns on a page, but this is a minor issue.These adventures can be used either to drop into a longer campaign, as standalone one-shots, or simply as inspiration for elements for your own adventures. In many cases, only the seeds of inspiration are offered as to how a particular scenario could play. With a little imagination and improvisation, these will be more than enough to create exciting and memorable games. The story potential is packed densely into this booklet. This density means adventures are very quick to read through, as little as 15-20 minutes, so it can deliver on the promise of providing games at short notice.Some of the monsters are from Kobold Press' huge Tome of Beasts, and stat blocks are not provided in Prepared, so you will have to look them up. Seeing as the Tome of Beast is covered by the open game license these stat blocks can be found for free online, so purchasing the Tome of Beasts is not essential to make full use of Prepared.I'm very happy with this purchase!
R**T
DM's Dozen
Filling a bit of a gap in the 5th edition Dungeons & Dragons market, this very good value collection of short, one session adventures is ideal for the games master who needs a one off scenario. Official (Wizards of the Coast) D&D adventures seem to be very much of the long campaign variety, which is all well and good but, as well as being expensive these do require a lot of time to complete. The 12 mini-adventures presented here can be polished off in a night's play (or less) but are still enjoyable and inventive.There is room for expansion in most of the adventures, and a wide range of levels are catered for. The production values are high, every entry has clear, useful maps and most have a picture too.The first three, the lowest level ones, are my favourites, "the Marrow Mines" especially has a memorable locale.A bit of work is needed for the DM, since no stats are provided for the various monsters. It assumes the ownership of Koblod Press's own "Tome of Beasts" and WotC's "Monster Manual". In keeping with what seems to be the intention of this iteration of the venerable role-playing game there seems to be precious little magical rewards for success.eg, "10-15 gp worth of coins" between 4 ninth level pcs (p16) seems very miserly for completing a tough adventure.
W**E
Quite good
Good book book nice if it was bit bigger. It looks fun to play as well.
T**T
Small encounters can slot in anywhere
I run a sandbox game and sometimes life gets in the way. So if I'm stuck for an idea or just haven't had time to prepare. Just pick an encounter and go. I change them up alittle on occasion but it helps no end a must buy
R**N
Awfully edited - cramped. But content is still decent.
The actual layout of this book is horribly cramped for something the size of a magazine. If this was laid out into chapters like Book of Lairs it would be far easier to use but they really skimped on the space here (which is odd because there are 5 or 6 blank pages at the end!). On the plus side, the adventures are actually pretty varied and interesting.
S**E
with enough detail but easy enough to tailor if you want
Just to keep handy for those short notice games. Decent ideas, with enough detail but easy enough to tailor if you want.
A**R
Great content
Great for one shots or just adding a little extra into a campaign if the creative juices need a boost
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