5E Adventure Review: Follow the Lights

Follow the Lights is a short, one-session adventure for level 3 or 4 characters. In it, the characters must overcome several traps, monsters and tricks as they accompany their patron, a gnome sage, into a dungeon as the sage attempts to recover a magic elixir.

I appreciate a good old-school dungeon, and there’s definitely invention here. You’ll likely find a few encounters that you can use in your games. Some of the mechanics are a bit ropey, however. For instance, inflicting “Constitution damage” isn’t something that happens in 5E. Apparently going through a waterfall and having wet clothes is enough for a character to suffer 1d4 Constitution damage. There are also a lot of shadows to attack the party if their light goes out.

The writing could be better edited, and the formatting is less than ideal. The font, in particular, is one I find difficult to read. The text also makes too much use of the word “will”. And we’ve got some particularly bad poetry inflicted on us. Here’s a hint: “son” and “belong” don’t rhyme, and they don’t even come close to rhyming. Also, riddle poems work better when they scan properly.

Overall, while there are some nice ideas, there are also numerous problems in the interpretation of the rules. Good for inspiration, but needs some work to use as-is.

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