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HS1 - The Slaying Stone - my poor reviewing skills review
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<blockquote data-quote="Festivus" data-source="post: 5180917" data-attributes="member: 34532"><p>Non-spoilery stuff:</p><p></p><p>I'd say it's a pretty non-linear adventure. It's basically exploration of an area, finding hints and clues about things, perhaps not all encounters need end in violence.</p><p></p><p>There is some high tech stuff in there, but I can't go into details. I will note that I did not see any details about a ray gun or a froghemoth.</p><p></p><p>Some of the creatures have some interesting abilities that make them interesting to run in combat situations.</p><p></p><p>Spoilery stuff:</p><p></p><p>[sblock]</p><p>The group is hired by one of the primary NPCs to seek out a powerful magical artifact (The Slaying Stone) so that she can destroy it before if falls into the wrong hands. The artifact is supposed to be hidden in one of three locations in the town of Kiris Dahn (set in the Nentir Vale) which has been overrun by goblin hordes.</p><p></p><p>The PCs must infiltrate the city, stay hidden (since there are far too many goblins to fight them all), find the stone and get it back out. In order to find the stone, the group is given a ritual that they can use at the three locations which will help to determine if the stone is nearby or not. (it will turn out later that it's at none of those locations)</p><p></p><p>Things are never that simple of course, because a group of rival adventurers (well Orc mercenaries), have been hired by a competing NPC to find the slaying stone too. The orcs brutalize the goblin and kobold residents to try and find the stone. </p><p></p><p>There is an ongoing skill challenge throughout most of the adventure, where the group has to try to stay hidden from the orcs and goblins, or things get worse for them in terms of encounters.</p><p></p><p>There are unlikely allies with the kobolds, but that trust and alliance is difficult to attain. The kobolds tinker with stuff and make constructs to guard what little turf they have.</p><p>[/sblock]</p><p></p><p>I think what I like best is the price point. I figure about three 4 hour gaming sessions can be run out of this adventure, perhaps a little more if you stretch it with some additional encounters. The shorter format is more appealing than the prior series where you were looking at nearly three times as many sessions to run an adventure.</p></blockquote><p></p>
[QUOTE="Festivus, post: 5180917, member: 34532"] Non-spoilery stuff: I'd say it's a pretty non-linear adventure. It's basically exploration of an area, finding hints and clues about things, perhaps not all encounters need end in violence. There is some high tech stuff in there, but I can't go into details. I will note that I did not see any details about a ray gun or a froghemoth. Some of the creatures have some interesting abilities that make them interesting to run in combat situations. Spoilery stuff: [sblock] The group is hired by one of the primary NPCs to seek out a powerful magical artifact (The Slaying Stone) so that she can destroy it before if falls into the wrong hands. The artifact is supposed to be hidden in one of three locations in the town of Kiris Dahn (set in the Nentir Vale) which has been overrun by goblin hordes. The PCs must infiltrate the city, stay hidden (since there are far too many goblins to fight them all), find the stone and get it back out. In order to find the stone, the group is given a ritual that they can use at the three locations which will help to determine if the stone is nearby or not. (it will turn out later that it's at none of those locations) Things are never that simple of course, because a group of rival adventurers (well Orc mercenaries), have been hired by a competing NPC to find the slaying stone too. The orcs brutalize the goblin and kobold residents to try and find the stone. There is an ongoing skill challenge throughout most of the adventure, where the group has to try to stay hidden from the orcs and goblins, or things get worse for them in terms of encounters. There are unlikely allies with the kobolds, but that trust and alliance is difficult to attain. The kobolds tinker with stuff and make constructs to guard what little turf they have. [/sblock] I think what I like best is the price point. I figure about three 4 hour gaming sessions can be run out of this adventure, perhaps a little more if you stretch it with some additional encounters. The shorter format is more appealing than the prior series where you were looking at nearly three times as many sessions to run an adventure. [/QUOTE]
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