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Secrets of Sokol Keep
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<blockquote data-quote="DEFCON 1" data-source="post: 6457999" data-attributes="member: 7006"><p><strong>4 out of 5 rating for Secrets of Sokol Keep</strong></p><p></p><p>I DM'd this adventure eight separate times at GenCon, and found it to be a pretty tight little adventure. The murder mystery aspect of it isn't <em>that</em> involved (how could it be for a session meant to last 3 1/2 hours?) and by the same token some of "secrets" are things that really would have been discovered long before the PCs ever showed up (because if the players could figure them out in a single session, then NPCs really would have too in the previous several months leading up to the PCs arrival).</p><p></p><p>So if you're willing to get past that aspect of the adventure (that the secrets and mysteries are not hidden or complex <em>enough</em> to justify all the time leading up to the PCs arrival that they weren't solved by the NPCs first)... the stuff you do get to do is fun. Haunted island, disappeared guards, weird family of NPCs to interact with, hidden locations to find... it has many different RP aspects in one full package.</p><p></p><p><strong>4/5 stars</strong>: if only because we do have to accept that the compressed adventure timeframe means we have several NPCs involved that are rather dense for not figuring things out themselves first. If used and inserted into a longer campaign, the DM might want to make the discoveries require more time and effort just so the players could accept the idea that they would remain unsolved mysteries up until they arrived.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6457999, member: 7006"] [b]4 out of 5 rating for Secrets of Sokol Keep[/b] I DM'd this adventure eight separate times at GenCon, and found it to be a pretty tight little adventure. The murder mystery aspect of it isn't [i]that[/i] involved (how could it be for a session meant to last 3 1/2 hours?) and by the same token some of "secrets" are things that really would have been discovered long before the PCs ever showed up (because if the players could figure them out in a single session, then NPCs really would have too in the previous several months leading up to the PCs arrival). So if you're willing to get past that aspect of the adventure (that the secrets and mysteries are not hidden or complex [i]enough[/i] to justify all the time leading up to the PCs arrival that they weren't solved by the NPCs first)... the stuff you do get to do is fun. Haunted island, disappeared guards, weird family of NPCs to interact with, hidden locations to find... it has many different RP aspects in one full package. [b]4/5 stars[/b]: if only because we do have to accept that the compressed adventure timeframe means we have several NPCs involved that are rather dense for not figuring things out themselves first. If used and inserted into a longer campaign, the DM might want to make the discoveries require more time and effort just so the players could accept the idea that they would remain unsolved mysteries up until they arrived. [/QUOTE]
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