Selasa, 23 Agustus 2016

Ebook Download D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team

Ebook Download D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team

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D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team

D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team


D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team


Ebook Download D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team

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D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team

Product details

Series: D&D Adventure

Hardcover: 256 pages

Publisher: Wizards of the Coast (September 18, 2018)

Language: English

ISBN-10: 9780786966257

ISBN-13: 978-0786966257

ASIN: 0786966254

Product Dimensions:

8.5 x 0.7 x 11.2 inches

Shipping Weight: 1.9 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

140 customer reviews

Amazon Best Sellers Rank:

#1,804 in Books (See Top 100 in Books)

Waterdeep: Dragon Heist provides a solid level 1-5 adventure. The city setting is very evocative, with lots of hooks for great stories. Over the course of four main chapters (all of which are very strong, although chapter 2 has some caveats I'll get to in a bit), the adventure sets up a treasure hunt in the city. It provides four different villains that can oppose your adventuring party, and each villain receives a custom written version of events for your players to work through. There is also a great section at the end that gives an overview of the city, providing nice details to help understand life and major locations in Waterdeep. And to cap it all off, there is a beautiful fold out map in the back of the book of Waterdeep that is very well crafted.Unfortunately, there are a couple of problems with this book. First, despite the promising title of "Dragon Heist," there is no real heist contained in this adventure. Finding the hidden treasure smacks more of Indiana Jones than it does Ocean's 11. It is still very entertaining, but for those seeking something a little different, this will require quite a lot of customization to bring it in-line with expectations.The next issue is the maps. In this edition, Wizards has switched cartographers from Mike Schley to Dyson Logos. This is polarizing to say the least. Schley's maps were rich in detail and color, but some people complain that they were overly complicated and difficult to understand or reproduce at the table. Logos' new maps are the opposite of that style. They are spartan and bare bones sketches with very little detail or nuance. I personally much prefer the style of Schley over Logos (especially for online or digital tabletop play), and feel the new maps fall short in what is otherwise a premium product. Your mileage will vary depending on how you feel about the styles. (Please note, I appreciate the work of Dyson for the gaming community over the years. His trove of free maps available on his website are a bounty of riches for tabletop DM's. However, to me his maps feel out of place in the context of the book they find themselves in - they are rather more suited to Adventurer League or DM's Guild type titles and feel out of place in a premium product that has already established such rich visuals through the previous volumes.)Villains and their lairs each get a separate chapter in the book, which is great. These lairs are very well designed with lots of fun options, and are maybe the closest thing to a heist the whole book has. The only downside is that if your party sticks to the adventure as written, they will likely never venture one foot even remotely close to these lairs. These are kind of last-resort settings (or options for a resourceful DM who wants to customize the adventure), a way to wrap things up if your party fails at the main "heist."Last but not least is the page count. Clocking in at 224 pages, it is well short of the 256 pages used for Tomb of Annihilation. It feels like those last 32 pages could have really been used to flesh out the city of Waterdeep beyond the basic primer that is included, or to really flesh out Chapter 2. The second chapter of the book details the running of a business that the players will receive, and also focuses on side quests for the various factions that are represented in Waterdeep. Each quest is about two paragraphs of description that includes the DC of the success roll to solve whatever problem is presented. While I love the idea of this section and can't wait to run players through this open-world portion of the adventure, it is also a bit sad that more pages weren't devoted to developing the city or those faction quests more so this part of the adventure could really open up.All in all, I really do like this book. It has a few major flaws that are worth pointing out, but it is still a case of the good out-weighing the bad. The city feels lively in the pages, and is a great setting for an adventuring party to start in. It is a good adventure to take a party from level 1-5, providing a good alternative to experienced DM's who want something different than Lost Mines of Phandelver from the starter set. This book is a great start especially for moving on to Storm King's Thunder or Princes of the Apocalypse. Just be prepared as DM to do a little more heavy lifting than you might have expected to fill in for some of the shortcomings.

I just received my copy today and plans are to start playing later this week, the pages are jam packed with descriptions, original artwork and maps. No one book could ever capture every corner of Waterdeep, but there are a lot of new details and updated people and places. The actual adventure is a bit unscripted at times and will take a good DM to pull all the content together well.The books is well organized, the introduction has a very clear summary of the adventure and flow charts help a DM stay on track. The adventure concept, more of a treasure hunt, is solid. The DM chooses a main villain from 4 power groups and a different season goes with each, a fun idea. This is also the adventure's weak point. Chapters 5-8 are unique hideouts for each villain. ALL of them are OPTIONAL, the adventure never explicitly takes the players to any of them. That leaves Chapter 1-4 for the core adventure. Chapter 1 has plenty of "Read Aloud" text and players should love it. Chapters 2-4 will require a good DM to make them come to life, the content is there and will likely be fun. Be warned this adventure is NOT playable 4 times and does NOT take you through all 4 seasons. It does leave you with multiple chapters of "extra" content and plot threads though.Other items of note, there is a pronunciation guide in the front. The book's events and locales are punctuated with amazing pieces of art, often full double page spreads. There are also small black and white stylized maps throughout, I personally find them to be a nice throwback. Chapter 9, Volo's Waterdeep Enchiridion, is dedicated to learning about the city as a whole, a mini Volo's Guide. This is more than enough for a DM unfamiliar with the city to run the adventure and can double as an in character resource for players. The large fold out color map in the back is excellent and has two sides, one for the players to reference one with DM landmarks.There is a lot of material here, and much of it seems funny and clever. I do miss some of the whimsy, fun and deep lore of the older designers though, especially from Ed.

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D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team PDF

D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team PDF
D&D Waterdeep Dragon Heist HC (D&D Adventure), by Wizards RPG Team PDF

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