Crucible of Freya

"3rd Edition rules, 1st Edition feel" - the first adventure from Necromancer Games.

Continuing the adventure in The Wizard's Amulet or used on its own, the Crucible of Freya is a wilderness and dungeon adventure detailing the village of Fairhill and a nearby ruined keep, hiding a shadowy secret. For 4 to 6 characters level 1 to 3.
 

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*minor spoilers ahead*

Overall, I was rather pleased with this module after DMing it as my second 3rd Edition adventure. The bulk of the NPCs in the module are cookie cutter stereotypes, but in contrast with many published works, the villains here were the notable figures.

I chose to run this module with four 2nd level PCs (8 total character levels) and the encounters as presented in the module were a modest challenge for the party. I suspect that this 'challenging introductory module' is suited only for experienced gamers if 1st level characters are used.

The module and its online supplement present several wilderness encounters which you can easily 'cut and paste' into other locales or situations.
 

This is a 46 page module going for $7.99 by Necromancer Games for levels 1 and 2. It is generic enough to go into any camapign world, especially ones that use Norse deities.

This is a solid beginning module. However, it is deadly. Strategy will be a must. Even then the DM will need to have the monsters/NPC's react accordingly. For example when my players fought the Manticore family I probably could have gotten a TPK if I had the Manticores fight to the death. Instead, I had the young ones run after their mommy was killed by the party. One Manticore got out of bow range alive and none of the party went beyond -8 HP's. Also, do not have the Manticore shoot ALL of its spikes at one party member. It is a definite kill if enough of them hit. I just rolled for random hits and then rolled against the respective AC. I think the ECL should be higher just because of how the tail attack seems to work. IE roll 1d6 to see how many spikes are fired at the target, roll to hit AC. 1d8+2 damage for each spike that hits. How many first or second level characters do you think could handle even one reasonably successful volley? Your looking at a damage spread of 3 to 60 points (1 to 6d8 + 2 to 12). A crit would be twice as ugly!

The layout of the material is a bit haphazard. I found myself switching back and forth for information often enough to be annoying. The fact that it is written for beginning players and DM's, especially if you use the Wizards Amulet download, can be distracting to experienced DM's. However, being experienced will help make it even better, because it is written to be linear and simple. l had no problems making it non-linear and therefore a lot more fun. There are plenty of opportunities for role playing to happen. I strongly recommend Owl bear babies for the party to get rid of. This little side trek took the party back to Reme and they didn't get near the market value recommended in the MM. But it was fun and a very different "challenge" from hack and slash. Also use the NPC's for role playing opportunities. The party has become best buddies with nearly a dozen of Fairhill's inhabitants.

Also, if you have MM 1 (3.0, 1st printing) check the Base Attack Bonus progression for the Manticore and, I believe it was, the Ettin. According to the front of the MM they are supposed to progress as fighters, not clerics. Also verify the Hit Dice are correct. Then you may want to adjust the Encounter Level.

Another big plus for this module is the free downloads the other reviews have mentioned. Check them out at necromancergames dot com.

This module came out 4 years ago so may be hard to find. I know it is still available at Amazon and your LGS (Local Gaming Store) should be able to special order it for you if they don't have any already.

This is a good to very good module, well worth having in your library and even better if you use it.
 

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