Okay, so I've been pretty open about how much I like HS1 The Slaying Stone. It's got some great writing and editing, insofar as helping the DM keep track of events that the players don't see and provides a lot of material to deal with the unpredictable nature of players. And unlike the H series of modules, it's not just a string of linear combats.
However, it's not without its flaws and one of the biggest ones is the nonsensical premise. As I wrote in my own review at My Girlfriend is a DM,
However, it's not without its flaws and one of the biggest ones is the nonsensical premise. As I wrote in my own review at My Girlfriend is a DM,
See, the adventure is fine. It's essentially a "Find Magic Item" quest, only the reasoning behind the importance of locating the MacGuffin is just butt-headed. So, how would you fix this premise? What kind of plot hooks or story ideas can you build to repair this completely dysfunctional adventure carrot?The town of Kiris Dahn possessed slaying stones that can destroy any ONE living creature, but burn out after being used and can only be used within five miles of the town. Yet despite the fact that these stones are utterly useless to the outside world and cannot be recreated using a ritual, the party is hired by their patron to find the supposed last stone and help her destroy it. And it’s not like someone is going find these wondrous geographically-bound disintegrators and make more of them.