Sirenswail pdf download






















The second segment is the voyage from Penzance to the titular island. The book basically says you can either gloss over this journey or make it a bit more eventful. There's a table of random encounters or perhaps adventure hooks provided in case the DM would prefer the latter. Again, these ideas might need some slight fleshing-out, but you could use the table, the ship, or the NPCs in other nautical adventures if you don't want to run the rest of the book.

The last segment takes place on Sirenswail, or as the residents call it, The Island. This is the main part of the adventure and includes the bulk of the detail.

Again, there is a new and detailed price list for The Island's inn, which is nice. Interestingly, The Island's head honcho insists on giving the party a brief tour when they arrive, which is a good way to present both the geography of the place and several plot hooks to the players. There's a pretty strange set of random encounters that could happen if the adventurers explore at night, which are quite creative and should keep the players on their toes.

The adventurers will probably spend most of their time on The Island interacting with the odd residents or examining The Island's landmarks, however. This is definitely a slow burn kind of deal, unless the players decide to try and indiscriminately slaughter everybody, which I'm guessing wouldn't go well for first-level characters. If you want a slugfest, you should probably look elsewhere, although Sirenswail does have the potential for a few fun and memorable combat encounters.

Overall, Sirenswail uses a subtle kind of horror, with good buildup and creepy secrets to stumble upon. There are a few more odds and ends I should mention.

Dave Mitchell's writing style is clear and straightforward, which is good for something that needs to be referenced at the game table, but there's definitely some personality that comes through as well, which is nice. Maybe this could be helpful if you're using the LotFP Playtest Document, in which hit dice are not directly related to character class.

Not a huge detail, but I thought it was interesting and possibly useful. Also, I should mention that this adventure includes the possibility of a huge treasure haul for a group of low-level characters, but considering the difficulty they would most likely face in actually getting it off The Island, I'm not personally worried about it. Still the DM may want to either decrease the value of the main treasure cache or simply be strict about how much treasure the party can carry if this seems like it would be a problem.

Honestly, I think it might be a really good idea to put most of the treasure in one gigantic pile and make most of the remaining treasure kind of piddling in this kind of adventure: It should keep the party invested in finding "one big score" before trying to escape, and I bet it would really bring out the problem-solving skills in your players once they find what they're looking for!

Finally, I do have a few criticisms I should mention in the interest of fairness. First, there's a section of the book between the historical overview and the Penzance section which serves to introduce the DM to the premise of the adventure. Bonus Gameable Content: Dr. He is a servant of those in need alongside his husband Corbin. He provides his services as charity, provided he can do so while avoiding notice from those who distrust herbology and curative medicine beyond simple understanding.

He has learned the arts of mundane medicine throu. Read more. December 06, I ran it for 3 players, using 2 characters each in case of a high body count. This report will include spoilers, obviously. Occult Herbmaster, cowardly and prone to substance abuse. Kelly Doctor Dizzy the escaped cultist. Esoteric Hermit, alcoholic and extremely loud with a phlegm problem. Wasteful, ruthless, and stutters when he lies constantly.

Quinn Roman the repugnant. Esoteric Hermit, vindictive and lazy. Quinn Chastity Goodfellow the Rotten Nihilist. Occult Herbmaster, former slave of a witch, shrewd and giggly. Their activities challenge the dominant narrative that the slave trade was controlled or practiced exclusively by white men.

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It's ironic to find out your whole life has been a lie when you're married to a truth-teller. If only Mary could find some humor in it. She's drowning her sorrow in vodka and song when a surprise visit from her youngest sister jolts her into accepting the magical reality hidden from her for fifty years. Mary's epiphany can't come soon enough because her fresh start may be the only thing that can save her siblings and the world from an utter meltdown.

As the two Bant sisters grapple with sirens, faeries and the FBI in America, their brother is trapped in a high-stakes game of mage politics in Australia. Meanwhile, middle-sister Amy's malfunctioning mage-sight forces her to seek help from the very same mages who tricked her once before. Can Mary pull herself together in time to rescue her family from the coming war? Mages Unbound is a page dramatic fantasy, told from the perspective of the Bant family members. What readers are saying about the Fifth Mage War series: - "This is a complex epic fantasy in a contemporary world filled with faeries and magical beings"- "An utterly unique fantasy fiction story"- "I thought I was buying a regular urban fantasy, instead, this was a totally different fantasy ebook - a rich epic fantasy set in the modern day.

The end was intense. Can't wait for the next book! It was a mashup of a rich epic fantasy with faeries and an urban fantasy where the adult characters were powerful and smart women. A lot of urban fantasy novels have sassy or feisty women. But this one has strong women characters. Such a new and unusual spin. Because there are several stories that ultimately intersect, I feel you have to let the book unfold.

In this series, powerful female mages face off against other powerful female mages, with the rest of the world caught in between.

I loved the complications of this rich epic. Plus there were high - tech flying carpets, which is cool. It makes sense that one of the characters used to sing opera.

This story has that kind of vibe. It was a mix of all of them and that made it something different. Honestly it was like high fantasy, but set in the real world. I wanted to read something different from the more formulaic-books I was reading from established authors and this was new. Celia Graves was once an ordinary human, but those days are long gone. Now she strives to maintain her sanity and her soul while juggling both vampire abilities and the powers of a Siren. Warned of a magical "bomb" at a local elementary school, Celia forces an evacuation.

Oddly, the explosion seems to have no effect, puzzling both Celia and the FBI. Two weeks later, a strangely persistent bruise on Celia's leg turns out to be the first sign of a magical zombie plague.

Finding the source of the plague isn't Celia's only concern. Her alcoholic mother has broken out of prison on the Sirens' island; her little sister's ghost has possessed a young girl; and one of Celia's boyfriends, a powerful mage, has disappeared. Not every bride needs a bridesmaid who can double as a bodyguard.



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