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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="Kershek" data-source="post: 2008222" data-attributes="member: 2900"><p>(spoilers abound)</p><p></p><p>So far, I have DMed the Crucible of Freya three times and each time was a blast. Out of the three adventuring parties, there was only one death (well, two if you count a Druid's wolf), and it was from a humungous 17 point hit by the ogre. If you are looking for an indication on how this module actually plays, read further and I will give what insight I can.</p><p></p><p>I would have to say that this adventure is quite difficult and requires careful planning and strategy by the PCs, or else it is very easy to run right into a death trap, depending on how the DM plays it. It's amazing how the three different parties that went through this module made different decisions that totally changed certain aspects of the keep siege, but that's what makes it so fun to DM. I would say that you would be able to run this one at least a couple times and not be bored by it at all; in fact, you'll get better at the character interaction in the town and pull off a more believable storyline by doing it.</p><p></p><p>I would be very careful sending four 1st level characters into this module without at least taking them through Necromancer Games' free intro adventure called A Wizard's Amulet available on their web site. My first time through was a one-on-one with a 6th level Ranger and NPCs Corian (3rd level) and Loriel (2nd level). That was a little too difficult for them due to ganging up by the orcs and caused NPC Loriel to die (from the Ogre), but the other two squeaked out a victory, barely (but they ended up perishing in the Manticore lair). The battle lasted about 5 hours. They had attacked that night but didn't catch up to the raiding party. They were able to free Eralion's shadow to see his god and didn't kill him.</p><p></p><p>My second party did the module as five 1st level PCs with 4 NPCs helping (2 guards, Loriel, and Kath). I was much better at the module this time and was able to better plan defenses. Also, since there were so many NPCs I added Vortigern and Talon (who made the encounter *much* more difficult -- beware). The PC Half-Orc Barbarian perished to the Ogre. That fight above ground took about 7 total hours between two sessions and was quite a battle; two others went down without dying and everyone else was pretty much hurt badly. They attacked that night but didn't catch up to the raiding party. After Shandril raised the Half-Orc, They surprisingly made quick work of Eralion's shadow with the Half-Orc's greataxe enchanted with Magic Weapon (took only three hits).</p><p></p><p>My third party included three 2nd level characters and the Cleric Galdar as an NPC. They first ran through A Wizard's Amulet, then we added a 4th PC before getting to Fairhill, a 2nd level Druid. They added 4 NPCs for the keep mission (Kath, Loriel, and 2 guards). It was again quite tough; Kath (by Tavik) and one of the guards (by Nagrod) died. The battle lasted about 5 hours. The Druid's wolf died in its first conflict against the Orc raiding party by, of all things, a critical hit on an AoO (on its first session and first hit against it - bummer). They attacked the next night when the camp was at full alert (!!) since the raiding party did a number on them. They had trouble with the mage (they were rather new to D&D and rules on shadows) but were able to finish him off. </p><p></p><p>All in all, it was a very difficult and yet very rewarding module for all involved. They felt they overcame amazing odds (and they did, especially the ones against the full alert). I play my minions tough and smart (where appropriate) and try to keep them alive using tactics as if they were my own PCs. I pulled some cool stunts (the party was quite frustrated by Vortigern's ability to escape them a couple times by using spells) but all in all the good guys won in the end. </p><p></p><p>It's quite a good module and I recommend it to any DM that doesn't want PCs to have an easy time at victory. There is a lot that can be done with this module, especially the added wilderness adventures and other free downloads available on Necromancer Games' web site. I hope this review was helpful from an actual playing perspective and I'm welcome to any comments or questions you may have.</p></blockquote><p></p>
[QUOTE="Kershek, post: 2008222, member: 2900"] (spoilers abound) So far, I have DMed the Crucible of Freya three times and each time was a blast. Out of the three adventuring parties, there was only one death (well, two if you count a Druid's wolf), and it was from a humungous 17 point hit by the ogre. If you are looking for an indication on how this module actually plays, read further and I will give what insight I can. I would have to say that this adventure is quite difficult and requires careful planning and strategy by the PCs, or else it is very easy to run right into a death trap, depending on how the DM plays it. It's amazing how the three different parties that went through this module made different decisions that totally changed certain aspects of the keep siege, but that's what makes it so fun to DM. I would say that you would be able to run this one at least a couple times and not be bored by it at all; in fact, you'll get better at the character interaction in the town and pull off a more believable storyline by doing it. I would be very careful sending four 1st level characters into this module without at least taking them through Necromancer Games' free intro adventure called A Wizard's Amulet available on their web site. My first time through was a one-on-one with a 6th level Ranger and NPCs Corian (3rd level) and Loriel (2nd level). That was a little too difficult for them due to ganging up by the orcs and caused NPC Loriel to die (from the Ogre), but the other two squeaked out a victory, barely (but they ended up perishing in the Manticore lair). The battle lasted about 5 hours. They had attacked that night but didn't catch up to the raiding party. They were able to free Eralion's shadow to see his god and didn't kill him. My second party did the module as five 1st level PCs with 4 NPCs helping (2 guards, Loriel, and Kath). I was much better at the module this time and was able to better plan defenses. Also, since there were so many NPCs I added Vortigern and Talon (who made the encounter *much* more difficult -- beware). The PC Half-Orc Barbarian perished to the Ogre. That fight above ground took about 7 total hours between two sessions and was quite a battle; two others went down without dying and everyone else was pretty much hurt badly. They attacked that night but didn't catch up to the raiding party. After Shandril raised the Half-Orc, They surprisingly made quick work of Eralion's shadow with the Half-Orc's greataxe enchanted with Magic Weapon (took only three hits). My third party included three 2nd level characters and the Cleric Galdar as an NPC. They first ran through A Wizard's Amulet, then we added a 4th PC before getting to Fairhill, a 2nd level Druid. They added 4 NPCs for the keep mission (Kath, Loriel, and 2 guards). It was again quite tough; Kath (by Tavik) and one of the guards (by Nagrod) died. The battle lasted about 5 hours. The Druid's wolf died in its first conflict against the Orc raiding party by, of all things, a critical hit on an AoO (on its first session and first hit against it - bummer). They attacked the next night when the camp was at full alert (!!) since the raiding party did a number on them. They had trouble with the mage (they were rather new to D&D and rules on shadows) but were able to finish him off. All in all, it was a very difficult and yet very rewarding module for all involved. They felt they overcame amazing odds (and they did, especially the ones against the full alert). I play my minions tough and smart (where appropriate) and try to keep them alive using tactics as if they were my own PCs. I pulled some cool stunts (the party was quite frustrated by Vortigern's ability to escape them a couple times by using spells) but all in all the good guys won in the end. It's quite a good module and I recommend it to any DM that doesn't want PCs to have an easy time at victory. There is a lot that can be done with this module, especially the added wilderness adventures and other free downloads available on Necromancer Games' web site. I hope this review was helpful from an actual playing perspective and I'm welcome to any comments or questions you may have. [/QUOTE]
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