The NYC Dungeons & Dragons Meetup Group Message Board › RPGA Discussion › List of RPGA Adventures: plus reviews and comments
| James L | |
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Tried to start a poll, didn't work out too well. Let's try a discussion. What are some of people's favorite RPGA adventures. Please say why without giving away any spoilers.
Here's a list for ease of reference. (In order of release date) levels 1-4 CORE1-1 Inheritance CORE1-2 The Radiant Vessel of Thesk CORE1-3 Sense of Wonder ADAP1-1 Barrow of the Ogre King BALD1-1 Flames of Initiation WATE1-1 Heirloom EAST1-1 These Hallowed Halls LURU1-1 Slivers of Eaerlann CORM1-1 The Black Knight of Arabel DALE1-1 The Prospect AKAN1-1 The Rotting Ruin of Galain IMPI1-1 Alone ADAP1-2 FR1 Scepter Tower of Spellgard MOON1-1 Nature’s Wrath TYMA1-1 Elder Wisdom AGLA1-1 Lost Temple of the Fey Gods DRAG1-1 Many Hands Make Light Work EAST1-4 Darkness in Delzimmer BALD1-4 Silent Streets and Vanished Souls TYMA1-5 From One Dwarf to Another WATE1-5 Lost in the Fog AGLA1-5 Silver Lining CORE1-13 The Fate of Camp 15 MINI1-1 Stirring the Embers (part 1 of 2) CORM1-5 In the Bleak Midwinter MINI1-2 The Burning Scent of Perfumed Swords (part 2 of 2) Links to descriptions levels 4-7 IMPI1-2 Breaking Point CORM1-2 Gangs of Wheloon MOON1-2 The Sea Drake WATE1-2 Dark Secrets of Downshadow CORE1-4 Crystal Clear DALE1-2 Blades for Daggerdale LURU1-2 The Gibbous Moon TYMA1-2 Taking Stock of the Situation AGLA1-2 At the Foot of the Lighthouse CORE1-5 Touched by Darkness DRAG1-2 A Thin Gray Line BALD1-2 The Night I Called the Undead Out EAST1-2 Marauder’s Spear AKAN1-2 The Depths of Airspur IMPI1-4 Bandits on the Farm TYMA1-4 Death Before Dishonor DALE1-4 The Lady in Flames AGLA1-4 Through Twilight Boughs CORE1-10 Dancing Shadows DRAG1-4 Falling Snow, White Petal AKAN1-4 Runes in Ruins EAST1-5 Mole Hunt IMPI1-5 Demon Hunting Links to descriptions levels 7-10 EAST1-3 Unbidden DRAG1-3 A Stab in the Dark DALE1-3 Master and Servant AGLA1-3 The Worst of All Snares CORE1-6 Incident at the Gorge of Gauros MOON1-3 Black Gold IMPI1-3 Lost Souls CORE1-7 Sovereign of the Mines WATE1-3 The Woolmen’s Restless Tomb AKAN1-3 Property for Sale CORM1-3 Head Above Water LURU1-3 Shades of Blue Fire TYMA1-3 Tools of the Trade BALD1-3 Tome of the Traitor CORE1-8 Taken (Sequel to CORE1-5) MOON1-4 Black Blood WATE1-4 Mystery of Deepwater Harbor LURU1-4 Prey for the Night CORE1-9 Ages Best Left Forgotten CORM1-4 Black Steel and Blue Fire DALE1-5 Hunters’ Down AKAN1-5 Shell Game CORE1-12 Songs of Heart BALD1-5 Lost Refuge LURU1-5 Beyond the Wild Frontier MOON1-5 Lost Love DRAG1-5 White Petal Falling Links to descriptions More Links to descriptions levels 11-14 CORE1-14 What Storms May Come (Aug 14th) CORE1-11 Drawing a Blank Special Return to the Moathouse lvl 5 SPEC1-1 Shades of the Zhentarim (lvl1-4) SPEC1-2 Zhent’s Ancient Shadows (lvl7-10) QUES1-1 Black Cloaks and Bitter Rivalries (lvl 7-10) ADCP1-1 Jungle Hunt (lvl1-14) (must be part of Adventuring Company) SPEC1-3 Ghosts of the Past (lvl 1-14) Edited by James L on Aug 17, 2009 4:17 PM |
| Nick M | |
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My favorites, considering both combat encounters and story line/roleplay:
1-4 Bald 1-1 Core 1-2 Moon 1-1 Corm 1-1 4-7 Corm 1-2 Bald 1-2 Tyma 1-2 |
| James L | |
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I'm using my post here to track all my crap. Other people please feel free to do the same.
I'm rating these with stars and then if I have comments I'll add those too. I played CORE1-3 Sense of Wonder ** it was ok, I don't enjoy fighting constructs, but the little mind puzzle at the end was kind of cool, but a little easy. Skill challenge was a little neat. Nothing made me go wow. I played MOON1-1 Nature's Wrath*** a wandering adventure, three barely related encounters, last one is cool Very difficult ending encounter, we played on high and I think the DM cut us a lot of slack, the only reason we survived. spoiler (Story is more of an intro and an exploration to Moonshae, not tightly held together. A hexer is a horribly strong opponent. Combine that with a bunch more goblins that get superior benefits while hiding in the cloud and you end up with party killer if DM'd ruthlessly.) ADAP1-1 Barrow of Ogre King (lvl1-2)** hack-n-slash but very hard There is one battle in here where you will learn to fear a certain iconic creature (Hexer). If you try the old strategy of rush in and get the caster you will die horribly. This adventure is very mean to the players. It puts you in very difficult situations, it will beat you up and make you fight your way out. Return to the Moathouse**** I liked the first encounter of this module so much I talk about it frequently. Written by Mike Mearls, the last encounter is especially brutal as well. Each encounter has a deadly "trick" for the PCs. What's worse than a trap? A trap and an ambush and a special thing that happens when you do the common reaction to that ambush! He brought back the green slime, it behaves exactly like Swordmage Daily "Leaping Flames" from Dragon 367 AKAN1-1 The Rotting Ruin of Galain**** straightforward, story light, but lots of goblins I DM'd this one. It is a very nice exposition on goblins. With a tiny bit of DM work it brings a small goblin tribe to life. Simple but very fun. I would be happy DM this over and over. Pretty nice NPC interaction right in the middle of the adventure with a morality choice. Some difficult fights if played on high as well. CORM1-1 Black Knight of Arabel**** very good NPCs and a pretty well built town, classic storyline I got to play in Nick's game and really enjoyed this module. It was my favorite so far. Pretty good story and I loved the NPCs. It felt like we got to romp around interacting with the crazy ass townsfolk. The battles are a tiny bit too easy, but who cares, the rest is fun. The end has the potential to open up some moral arguments within the party, lawful vs chaotic, right and wrong etc. BALD1-1*** straightforward errand mission, somewhat interesting fights CORE1-2**** well liked, difficult, orcs-a-plenty TYMA1-1* worst plot ever, if you want a simple adventure this is it. LURU1-1* IMPI1-1*** simple story, save some people and travel, decent simple fights (think classics like goblins, bandits, etc.) You do escort some NPCs and if the DM is good and acts them well it can be a lot of fun TYMA1-5**** Finally a nice simple undead heavy adventure, rescue a guy, fight tons of undead led by a necromancer, fun time. Nice NPC personality buildup as well. CORM1-5 In the Bleak Midwinter*** potential for a lot of fun role-playing at a festival, depends on if you're players like to be silly. Spoiler (you can actually role-play through every fight and not fight anything). The enemies are mischievous small creatures with lots of invisibility. This gives them auto combat advantage which can be very deadly. The first encounter relies on slippery snow to make it dangerous (your DM might skip the small print and leave this out). The final encounter has two enemies that don't seem threatening, but given that they will both likely hit and then turn invisible, means they can choose their targets and rack up a lot of damage to the weakest party members, don't forget the half damage on a miss. (This module should also be named "Rainbows and Glitterdust" to give you an idea) CORE1-5(lvl4-7)* awful, very awful, takes all the suggestions in the DMG on how to make a game fun for people, throws them out the window, and does the opposite. BALD1-2(lvl4-7)** waay too long for an evening game, they spread out the XP budget over 4 encounters so each one is too easy. AGLA1-4(lvl4-7)** stupid gimmick dealing with the feywild makes it very difficult to run. monsters are (fey) not exciting, barely any story AKAN1-2(lvl4-7)*** decent, plain story of kidnappers, but ok fights (seemed a tiny bit too easy but it was all powergamers) CORE1-10 Dancing Shadows (lvl4-7)**** very hard last battle with iconic creature Nice adventure, it starts out as escort mission with an interesting NPC, things turn deadly. There is a very dirty meta-gaming trick played on the heroes, the last battle can be extremely difficult if played on high by a low-level party. I liked the challenge and the story was decent but simple. DALE1-2 Daggers for Daggerdale (lvl 4-7)**** best skill challenge I've ever seen because it is vs. a villain! Ties in some good FR history in the Dalelands. Classic enemy, decent fights and a cool ending. CORM1-4 All the King's Men(lvl 7-10)The absolute worst RPGA adventure I have ever played. Starts off with a gimmick that only allows people with a certain skill to move and often, if they fail they lose surges. Then you fight a flying monster and a teleporting one, so basically the melee'rs are useless. Then you fight on platforms with a high chance of falling against a monster that regenerates 20, and avoids 50% of attacks while moving away, and only a few people can even get to him. Basically the entire time you play over half the party can do nothing and most often the DM has to "call" the adventure because it takes too long. ABSOLUTELY SUCKS. story: slightly ok since it ties in spellplague. Edited by James L on Dec 18, 2009 11:33 AM |
| Johnny Tek | |
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I was the DM on the MOON 1-1. That last encounter was a close one. I don't fudge on rolls and the dice were not on the PCs' side (at first). There was only so much slack I could give before I started killing PCs (I do try to be realistic when role-playing the monsters in combat). Fortunately, the players pulled together pretty well and supported each other's characters very, very carefully. (Hint: Pay close attention to the map design if you're in a pinch.)
Decent basic treasure bundles for a 1-4 though. The higher level version has nothing class-specific so I recommend it for anyone. Does anyone EVER pick lower-level version for these things? Heheheh. Edited by Johnny Tek on May 20, 2009 2:21 PM |
| AndySAE | |
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Out of the 5 I've played, I liked BALD 1-1 the best, and MOON 1-1 and CORM 1-1 were real good too. The one I liked the least was AGLA 1-1, because I didn't really like the bad guys we faced.
This is a real handy list of the mods; thanks for the effort. Something has stuck in my head that I want to play SPEC 1-1, now before my wizard levels past the accepted range (close to having the pre-reqs, I think). Would anybody else have interest in this? Is it a long one? A good one? What mods fill the requirement? |
| Jim L | |
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These are all off the top of my head. I wrote in LOTS of spoilers, in white text. Highlight the text by clicking then dragging your mouse to reveal what I wrote. With tips on how I DMed 'em.
CORE1-1 Inheritance - Good introduction to the "I'm going to shortchange the PCs gold because they did reasonable actions" dilemma for the DM. Moderate amount of background information on Living Forgotten Realms, combat were varied. Unfortunately, if this it he mod I think it was, you didn't get material components for the Tenser's Disk scroll, so if you used the Disk, you had to use gold. Since using the disk was useless anyways, net effect, you would lose gold. Bleah. As a DM, I gave players material components, because I'm a nice guy sometimes. CORE1-2 The Radiant Vessel of Thesk - Good flavored module. This is also a module that shows you why skill challenges should be explicitly announced.Weird halfling at the start was fun intro, although I don't know of any other mods he's in. Skill challenge at the end gets mauled by some DMs who don't make it clear what's going on. This is a BIG REASON skill challenges should be announced explicitly. I've seen plenty of tables fail the module as they didn't do the skill challenge as the DM didn't make it crystal clear what was going on. I wasn't DMing or playing at those tables, but I've seen it happen. So announce skill challenges, for God's sake. This is probably the module with the best title, btw. Once you meet the halfling, you don't forget what was what. CORE1-3 Sense of Wonder - pretty good deal. If I remember right, you are teleported to a gnome worshipper of Gond. Lots of role-play opportunities here. There's a puzzle at the end that can be fun but that eats up time. The combat in the temple on the sea can be really nasty if the DM runs one encounter into another, which can happen. SPEC1-1 Shades of the Zhentarim - kill PCs! MWWAAAHHAHAHAHA, special mods do that a lot. It's the core special. Combat, combat, combat. Be prepared. Be good, make sure your party is well balanced. This module takes a lot of time to play, and is horribly nasty for combats as are a lot of other Special modules. I played through this module when it was first released in slot zero GenCons; my DM totally f'ed up the monsters. Learn what "recharge abilities" are! Read the abilities carefully! God, I could kill so many players if I wanted to with this module, especially new players. ADAP1-1 Barrow of the Ogre King - kill even more PCs than an adaptable! Lots of adaptables are really brutal - even more brutal than specials. I think this is the one where you try NOT to screw with the goblin chief at the end, or he kicks your ass. Luckily, when I played through this one, I was using a character that likes to negotiate. (Most of my player characters do, except one really bloodthirsty one . . .) BALD1-1 Flames of Initiation - good module, yeah. Good storyline, interesting combats. Well titled mod. This is a good mod to teach players not to split the party, for that combat at the end in which maybe half the party goes somewhere to do something and someone else goes down the hall to investigate and gets whacked out. Yeah. Plenty of regional flavor, all in all, a pretty good mod. Plus I believe there's a lightning +1 weapon in the module, which is handy. WATE1-1 Heirloom Can't remember this one too well. EAST1-1 These Hallowed Halls - roll around in the Underdark, yeah, good times. Plenty of regional flavor and really really funny stuff you can do to mess with players in this module. "You know you will travel through the Underdark for a week, how will you see?" - make them buy lots of torches so they make less gold, ew. As a DM, I had the dwarf lend them a couple stones of continual light. Then the players get to the place and after the first combat, it's all dark. Look at the map, and count the squares that a torch can light. Then you can lol as you have zombies drag PCs into the darkness as the rest of the party hears munching noises. Ah, what a glorious mod, if properly DMed, players will never ever go without a sunrod again. Combats not too difficult either in spite of how I make it sound. LURU1-1 Slivers of Eaerlann My amnesia's kicking in again. Can't remember it. CORM1-1 The Black Knight of Arabel - play this module if you can. Hated the fact that Erzoured is made out to be a crude idiot, what a waste of a good villain. But yeah, you can get a vicious +2 weapon if you play high, and complete Task 1 (or was it 2) of the Zhentarim infiltration quest. Plus, there is a pretty good amount of flavor in this module. So all in all, this is going to be a popular module; I'd recommend running through it. Edited by Jim L on May 21, 2009 9:45 AM |
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| Jim L | |
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Again, comments in white. Highlight text. Spoilers included! I haven't played a lot of 4-7 yet, though - can't remember most I *have* played.
CORM1-2 Gangs of Wheloon - good flavor. Be careful as a DM, though, not to eliminate players forever. Original draft killed your character forever if you failed to escape Wheloon. How so? Well, you're trapped in the magical prison, and you're not in an extradimensional space, so um, that's kind of it. Make a new character. Heinous. I think they took that out, thankfully, anyways, if you DM it, try not to whack out the player characters permanently. Still, this is generally a pretty good module to play through, with the player characters offered choices & actions throughout the mod; mod has good pacing. DM has to be careful, though, as this mod may run long. BALD1-2 The Night I Called the Undead Out - pretty decent storyline. There's a section in which the players are usually forced to either choose between a potentially useful favor and getting more gold - even though they may not know it at the time. I generally don't like modules that in the end penalize players for making choices. Still, this adventure is pretty decent and flavorful and what all. Good way to teach players that it takes a minute to search for magical auras, if they don't already know it at level 4-7 CORM1-4 Black Steel and Blue Fire Can't comment as I'm a bit involved with this module. Author's the same as wrote CORM1-2 (also the writing director for the region); if you liked CORM1-2, you may also like this. Edited by Jim L on May 21, 2009 9:47 AM |
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| Jim L | |
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More lvl 1-4 modules (to see spoilers highlight text)
DALE1-1 The Prospect I can't remember the particulars. But I'm pretty sure this is the other module that rocks a +2 vicious. Yeahhh, +2 vicious. TEMPUS! (reference to Living Forgotten Realms Player's Guide, Channel Divinity feat "Righteous Rage of Tempus" and use of a +2 vicious weapon, found in Player's Handbook. Use fullblade (Adventurer's Vault) or excecutioner's axe (also Adventurer's Vault) for maximum impact. AKAN1-1 The Rotting Ruin of Galain I remember I like this mod when I played it. Can't remember too much more, though, it's been a while. IMPI1-1 Alone - bad, bad, bad module name. Also a bit of a concept stretch for why the PCs wouldn't just (do X). But yeah, okay, you know. Christ. What were they thinking when they titled this mod. The title is "alone", and you go through the countryside randomly picking up people to escort around. They should have called this mod "The Ever Growing Party of NPCs that are Not Placed On The Map Even Though Supposedly They Follow You Around And Are Just Off The Board When PCs Fight Something." Which is kinda weird, because you would think that maybe the PCs would think better of running around with noncombatant NPCs, but if anyone presses the issue, it's adventure over. Tragic, tragic. Still, offers a look at Impilitur, and isn't TOO badly written if you can ignore the holes. ADAP1-2 FR1 Scepter Tower of Spellgard - I'm an adaptable, and I kill PCs! Another chance to fall behind the XP/Gold curve. What's that, you say? Well, at the end of the module, you get XP and you get gold. If you get more XP than you normally would, that seems good. But what that also means is that if you're, say, 6th level, you have less gold than other characters of your level. Less gold means less magical equipment. Well, I can't cry about that too much. This module's brutal as most adaptable mods tend to be. Rock those 20s in your primary stats, people, and play with as high level of a character as the module allows. MOON1-1 Nature’s Wrath - good flavor, I'd recommend it. Again, can't remember this one, other than that I think I liked it. TYMA1-1 Elder Wisdom Ha ha, what a great title. "Wisdom". And you just happen to get a diadem of acuity in the mod, great for Wisdom characters. Oh yeah, and you get to roll around Tymanther too. This module should get an award for good title name. AGLA1-1 Lost Temple of the Fey Gods - more flavor, also a good time. Can't remember this one too well. Think it involves going into a tree, dryad dies at end or some such thing. If so - pretty good module, plenty of flavor. DRAG1-1 Many Hands Make Light Work Think this was the shipbuilding challenge one. Can't remember if I liked this one too well. |
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| A former member | |
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WATE1-1: Has a skill challenge that takes up 60% of the module and then the combats are total cake. One fight has nothing but minions. It's takes about as much time to set up as it takes to run. Good for new players, but DM should like running skill challenges. Decent spread of loot for almost anyone.
IMPI1-1: Good overall combat heavy module but with virtually useless loot--not a single enhancement item and only 3 items to choose from. DM will almost certainly have to modify encounter 5 if the players do it. The map the module give is about 30x25 squares and the majority of it isn't even necessary. The combat is also way too easy if you keep everything as spread out as the map has it--better to confine the space and put all 4 enemies into a single, well designed room. |
| Andrew | |
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Levels 1-4
ADAP1-1 Barrow of the Ogre King ** (**** if you're a DM that likes brutal combats) ADAP1-2 FR1 Scepter Tower of Spellgard *** SToS is actually 3 adventures in one, guaranteed to take a player from 1st to 5th if played all the way through. It is brutal to run, and brutal to play because the 3rd part has more than 5 combat encounters with no extended rest like a Special. Play at your own risk. AGLA1-1 Lost Temple of the Fey Gods *** Start of a major quest, which is always good. Middle combat can be tough for the unprepared. AGLA1-5 Silver Lining *** Two "major quests" start here, a tag-along, and non-trivial combats make for a good time. AKAN1-1 The Rotting Ruins of Galain ** First time I'd ever say that there was too MUCH combat. If you could turn the 2nd encounter into a skill challenge like I used to (before the DM's alteration rights were clarified), then it's be a lot more balanced and entertaining. AKAN1-7 Faint Hope *** Another chance at the legendary +2 vicious, but this time you REALLY have to work for it. Expect this to see a lot of play after DALE1-1 and CORM1-1 expire. BALD1-1 Flames of Initiation **** One of the best 1-4's out there. Combats are challenging without being killer, multi-track skill challenge, good items. BALD 1-4 Silent Streets and Vanished Souls ** I don't see it as being very role-playing oriented, but at the same time, the combat encounters were not very challenging. Treasure is geared toward arcane implements, which is the only positive. CORE1-1 Inheritance **/**** This one's hard to rate because the endless simple skill challenges up front make for uninteresting play, but the final combat can be a killer (my 1st DM TPK was in this adventure). CORE1-2 The Radiant Vessel of Thesk ** Start of a major quest, which is always nice. Interesting final encounter. CORE1-3 Sense of Wonder *** Claims to be the start of a major quest but isn't really. The puzzle is fun, and having a tag-along is always funny. At least he's useful. CORE1-13 The Fate of Camp15 *** Writing and encounter design are starting to get tighter. Neither the combats nor the skill challenges are cakewalks. Nice little armor there for you too. CORM1-1 The Black Knight of Arabel **** In my opinion, the best 1-4 out there. Realmslore, interesting skill challenges, optional encounters, good treasure, and a quest completion task packs everything you could want as a player in one adventure. Good for DMs too, but takes some extra work to prepare. CORM1-5 In the Bleak Midwinter *** A lot of NPC dialogue makes it hard to follow sometimes, but has a good skill challenge structure, and a combat with interesting terrain. CORM2-1 For Crown and Kingdom *** In the Year Two adventures, maybe people will stop saying "LFR is too easy". Your choices have a real effect on your play experience, which is one of the things I love. DALE1-1 The Prospect *** A real meatgrinder, but some people (such as myself) like that. Good skill challenges and non-trivial combats make for an interesting time for all. DRAG1-1 Many Hands Make Light Work ** Another random questing adventure, but setting-wise the Dragon Coast adventures are tightly written, and your actions in this adventure (somewhat) affect later adventures, which I really love. EAST1-1 These Hallowed Halls *** Simple and straightforward adventure to run for DMs. Possible to not complete all encounters in this one. EAST1-4 Darkness in Delzimmer * Very strange final encounter. When it was run for me, we timed out and it was called in our favor. IMPI1-1 Alone ** Another almost all-combat adventure, but made RP-interesting with tag-alongs! LURU1-1 Slivers of Eaerlann ** Straight forward tomb exploring. LURU2-3 Forgotten Crypts Hidden Dangers MINI1-1 Stirring the Embers *** Start of the Mini-Campaign, 6 double-long adventures with a single cohesive plot line. Last combat can be lethal. MINI1-2 The Burning Scent of Perfumed Swords *** Second to last combat can be a killfest, but decent writing keeps the players strung along. MINI1-3 Building the Pyre ** The skill challenge was a little too undirected, and the final fight can last too long. MINI1-4 Coaxing the Flame ** Even for those players playing through the arc, it leaves much to be desired. MINI1-5 Pyrophobia **** I'm a little biased because I know the author, but this adventure was a heck of a lot of fun because of all the effects going on. Nice little final fight, and if you hated one of your party members, you get an opportunity to express it. MINI1-6 Quench the Fire of the Raging God ** The finale to the Embers of Dawn quest. Nice story, but the princess is in another castle (QUES2-1) MINI2-1 A Mourning of Ravens **** A very nice (re)introduction to the city of Ravens Bluff. Investigation-style adventure with a political twist. But just because its a very social adventure doesn't mean you can't get killed. MINI2-2 Ravens Under A Midday Sun *** A straightforward dungeon crawl made more enjoyable if you played MINI2-1 because it gives you a reason to do it. MINI2-3 Raven Knights ** The most confusing of the three new MINIs, there's a lot of things going on at once, and a DM can be easily confused if he/she has not sunk a lot of time to prepare it. MOON1-1 Nature’s Wrath *** If you like random questing, here's a good one. Also, has pirates. SPEC 1-3 *** What makes this series of adventures fun is that you are timed to 4 hours, and however far you get is exactly however far you get. Treasure selection is open, and it's a perfectly logical explanation for why you're hacking through a dungeon. Bring your "A+" game. SPEC2-1 Scourge of Scornubel ** Not significantly more challenging than a regular 1st-4th adventure, which is a shame since SPEC adventures should put the fear of DM into you. Treasure is also rather bland, except for the weapon. TYMA1-1 Elder Wisdom *** Nice introduction to the land of Tymanther, dragonborn, and how to avoid getting yourself killed. TYMA1-5 From One Dwarf to Another *** Final combat is also a grinder, but it's a straightforward extraction op, so the players are focused. WATE1-1 Heirloom ** (**** if you or your players love skill challenges) WATE1-5 Lost in the Fog **** Much better plot than WATE1-1, and the fights are much better. Adventuring in Waterdeep proper has consequences, though. Edited by Andrew on Apr 19, 2011 10:57 AM |
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