![]() ![]() This is the first time the dungeon mentions a wyrm. 1 is, “The Vinteralf hacked their way to the hot spring cavern under the ice to avoid the attentions of the Wyrm Jokun.” ![]() In Stellarium of the Vinteralf, the last sentence on pg. It’s frustrating because you need to read the whole dungeon thoroughly before use. It’s cool because it makes the dungeons interesting to read. This is simultaneously cool and frustrating. Room 1 implies something room 20 resolve that tension. Some dungeons start off by not explaining what’s going on. Saved by excellent treasure and gimmicks. The adventures are reviewed purely on the text on the page. I'm also ignoring any additional context provided by Michael's blog or the rest of the book. They're tools for use at the table, and that's how I've reviewed them. That's not, in my view, what they're for. I don't care about how enjoyable these adventures are to read or how many exciting ideas come burbling into my brain. Lots of people have said they really enjoyed reading the Trilemma compendium. Just saying "they're all great" doesn't help anyone. The results might seem harsh or even glib, but I feel like it's important to separate the adventures in some way. A module I've rated "Poor" is not something I'd go out of my way to use, though it might have specific applications or cool ideas. A module I've rated "Mid-Tier" is usable, but requires a bit more effort or a few tweaks. How hard is it for the average GM to grab one of these dungeons and use it?Ī module rated "Good" is immediately useful without question or adaptation. I've also focused on immediate usability in my reviews. However, tension, tone, and presentation vary widely.
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