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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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Crucible of Freya
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008142" data-attributes="member: 18387"><p>The High Points: Each of the NPCs is given some background information to aid in roleplaying. The NPC Eralion the Shadow-Mage is a original creatures in the module. The section on the assault on the keep gives the DM information on a number of options that may be taken by the PCs, and the defensive actions that may be taken by the priest and his minions. In fact, the information given on tactics is the strongest point of the module. Some of the optional story ideas at the end provide better ideas on how to run the module than the guidelines of the module itself.</p><p></p><p>The Low Points: I found this adventure to be quite interesting for an beginning group, the NPCs stereotyped allows the new players to introduce in the concept of roleplaying. The PCs are often railroaded into actions in the boxed set, but i tend to regard poorly any Game Masters who reads the boxed text. Too I found the layout of the sections pretty interesting as it forces the Game Master to run around the concepts. Having the locations keeped apart from the action, allows for easy costumization. </p><p></p><p>Conclusion: A solid adventure, pretty interesting villains who surely will show their face in future suplements. If your players are carefully the combat tide will be turn to their side, if they just bump around then prepare for scratching their characters. All by all, in my opinion one of the best 1 lvl adventures around.... in the 16 years i've been playing around.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008142, member: 18387"] The High Points: Each of the NPCs is given some background information to aid in roleplaying. The NPC Eralion the Shadow-Mage is a original creatures in the module. The section on the assault on the keep gives the DM information on a number of options that may be taken by the PCs, and the defensive actions that may be taken by the priest and his minions. In fact, the information given on tactics is the strongest point of the module. Some of the optional story ideas at the end provide better ideas on how to run the module than the guidelines of the module itself. The Low Points: I found this adventure to be quite interesting for an beginning group, the NPCs stereotyped allows the new players to introduce in the concept of roleplaying. The PCs are often railroaded into actions in the boxed set, but i tend to regard poorly any Game Masters who reads the boxed text. Too I found the layout of the sections pretty interesting as it forces the Game Master to run around the concepts. Having the locations keeped apart from the action, allows for easy costumization. Conclusion: A solid adventure, pretty interesting villains who surely will show their face in future suplements. If your players are carefully the combat tide will be turn to their side, if they just bump around then prepare for scratching their characters. All by all, in my opinion one of the best 1 lvl adventures around.... in the 16 years i've been playing around. [/QUOTE]
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