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The Speaker in Dreams (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 5th Level)
 
 
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The Speaker in Dreams (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 5th Level) (Paperback)

by James Wyatt (Author) "Brindinford is a large town that can be placed anywhere in your campaign..." (more)
Key Phrases: infernal cleric, rat empathy, gold piece limit, Ghaerleth Axom, The Blessed, West Hill (more...)
3.2 out of 5 stars See all reviews (16 customer reviews)


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Editorial Reviews

Product Description
Sinister forces terrorize a town

The town of Brindinford is in the midst of its annual streat fair. Joy and merriment abound -- until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition?

The Speaker in Dreams is third in a series of stand-alone adventures for the Dungeons & Dragons game. You're in for a wild ride in this river town. Leave the dungeon behind -- the terrors lurking in Brindinford are more challenging by far!

To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Product Details

  • Paperback: 32 pages
  • Publisher: Wizards of the Coast (January 1, 2001)
  • Language: English
  • ISBN-10: 0786918306
  • ISBN-13: 978-0786918300
  • Product Dimensions: 10.7 x 8.4 x 0.1 inches
  • Shipping Weight: 3.7 ounces
  • Average Customer Review: 3.2 out of 5 stars See all reviews (16 customer reviews)
  • Amazon.com Sales Rank: #309,306 in Books (See Bestsellers in Books)

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Customer Reviews

16 Reviews
5 star:
 (3)
4 star:
 (4)
3 star:
 (5)
2 star:
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1 star:
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Average Customer Review
3.2 out of 5 stars (16 customer reviews)
 
 
 
 
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8 of 8 people found the following review helpful:
4.0 out of 5 stars provides good starting point, but needs some work, July 12, 2001
By Kevin Conroy (Haddonfield, NJ United States) - See all my reviews
I have enjoyed each of the adventures in this series, except for forge. But they all share a common problem, they are just not interesting enough on thier own and need things to be added in order to fully hook the PC's.

I was very glad that this adventure didnt take place in another dungeon, at least it seemed like it didnt. Now it didnt involve any 'dungeons' it was pretty much just traveling around the city going from building to building, each were their own little mini-dungeoncrawls. In my opinion the adventure as written didnt take advantage of all the interesting things that having the adventure take place in a city affords. Also, the main villian of the whole thing made very little sense. When you read about him and his history and why he is doing what he is doing it kind of makes sense, but to the PC's who just bust down a door and see some octopus man, it makes no sense at all.

When I played this I had it take place in the PC's home town and involve thier family. When the Baron became evil it affected them even more becuase he was their uncle, when the church burned and the head preist taken captive it was more shocking becuase he was the father to one of the PC's. They werent just helping out a town they encountered in thier travels, they were saving thier own town and families from a demon invasion. This may not be right for everyone's campaign setting but is just an example of how the adventures need to be tweeked in order for them to be good.

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10 of 11 people found the following review helpful:
5.0 out of 5 stars Highly engaging city adventure, October 1, 2002
By William Purchase "Bill" (San Diego, CA USA) - See all my reviews
(REAL NAME)   
If there was one bad thing to say about this adventure, it's that it was too good!

The DM has to work hard to get the full value of this module because there is so much going on at the same time. The reward is well worth the effort though, as your players will light up at the feeling of being immersed in a city where things are going on all around them whether they are looking or not.

This story-driven adventure is a nice change from an event driven dungeon where sometimes you get the feel that the monsters were "in stasis" waiting for PC's to show up and deal with them.

This adventure is full of plots, side-plots, plot-twists, rumors, and red-herrings and it is a lot of fun for the group to try and separate fact from wives tale, important from meaningless, to slowly uncover the trail that leads to what is really going on.

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7 of 7 people found the following review helpful:
3.0 out of 5 stars Potential to be great...or awful, August 9, 2001
By Thomas Martin (Chelan, WA United States) - See all my reviews
When I bought this adventure I was excited to get out of the dungeons and into some more complex schemes and role-playing intead of hack n' slash. After reading it through, I was a bit disapointed.. Not enough city stuff. So I had some fun with it. I took a great many liberties with the plot, encounters, NPCs.. etc.. What was shaping up to be a pretty lame adventure tunrned into three very fine sessions indeed.

I am a bit low in the creativity depertment, but once I have a basic framework, I can have a lot of fun as long as I get a good foundation. If you are like that, go ahead and buy this to get a template to work from, but don't run it word for word. Have some fun and throw a few curveballs.

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Most Recent Customer Reviews

4.0 out of 5 stars What are y'all complaining about? This is a fine product...
Having read all of the previous 15 reviews I am surprised at the level of negativity for this adventure. Read more
Published on July 2, 2007 by Anthony Bates

3.0 out of 5 stars The Main "Event"
I'd tried in the past to create my own event- or story-based adventures, and have failed. Site- or encounter-based adventures seem to be easier for me, but they're lacking in... Read more
Published on December 5, 2005 by T. Anschutz

2.0 out of 5 stars Good for ideas, bad to run
Very little information provided on NPC's and monsters. You have to look up EVERYTHING! Which makes game time real slow. Read more
Published on July 23, 2002 by blasseter2

4.0 out of 5 stars Work it on before you play
This module has a city in trouble from a manipulator. The problem for the DM is that if s/he just inserts this on the campaign, the players could feel like they got into the... Read more
Published on May 19, 2002 by Lex

5.0 out of 5 stars Best City Adventure I've Seen
This adventure kept my party busy, hurting, and confused
for weeks! There are so many things going on at the same
time that the adventurers just kept running all the... Read more
Published on February 27, 2002 by Ben Madden

3.0 out of 5 stars Not a bad story, but a little incomplete
I just ran this adventure for our party. We hadn't done a city adventure before, and they found it to be a very different experience. Read more
Published on January 27, 2002 by Kevin J. Brusky

1.0 out of 5 stars DONT BUY THIS
This book is okay! But if you really want fun make your own game!!!!!! DOnt waist money on crud like this...buy the core rule books and start your own world.
Published on July 1, 2001 by Khadka

2.0 out of 5 stars Not up to par with the others
This is really not very good because it doesn't save you any work. That is the whole purpose of modules... DMs trade in cash for planning time. Read more
Published on April 28, 2001 by Brian R. Gregory

5.0 out of 5 stars Well-designed.
This is a definite change of pace from Sunless Citadel and Forge of Fury, but in my opinion it's a good and refreshing change. Read more
Published on January 28, 2001

1.0 out of 5 stars Threat not credible. Rairoad track plot. Bland setting.
The author of this adventure has attempted to dismiss criticism by acting as if players disliked the fact that it was plot-based rather than site based. Read more
Published on January 24, 2001 by Paul Robinson

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