Fixing HS1 Slaying Stone

Here's a logical reason for the quest: The npc that is sending the pcs after the slaying stone has nefarious intentions for the town or something within that magical 5-mile radius. The stone is an obvious end to her intentions.
That's even better. It overcomes the limitations of the MacGuffin while ensuring there is a reason why it is sought after in the first place. Perhaps one of the NPCs written in is a rival of hers.
 

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Well, the PCs are allowed to use the stone in the adventure, which is kind of cool. But if I were you, I'd make two changes:

1) The stone has no range limit.
2) It requires a human sacrifice (and this human must be a person of good alignment) to power it when it is out of the range limit of the town.

So, the PCs are sent to destroy it, because if it got out of the town, it could be a disastrous weapon against good.
 

Well, the PCs are allowed to use the stone in the adventure, which is kind of cool. But if I were you, I'd make two changes:

1) The stone has no range limit.
2) It requires a human sacrifice (and this human must be a person of good alignment) to power it when it is out of the range limit of the town.

So, the PCs are sent to destroy it, because if it got out of the town, it could be a disastrous weapon against good.

Or, taking Wik's idea and tweaking it, the stone requires personal sacrifice (willing intent) in order to work (the stones were crafted by magical artisans of Bael Turath), and good aligned folk being the most likely to sacrifice themselves to power the stones, though someone of another alignment could do it.

However the catch is, the Devils that helped create the stones gain the souls of those who power them (the very fine print that the villagers didn't read).

Perhaps the patron that send the PCs after the stones wants to free a dead relative from their torment? Perhaps one of those that sacrificed has info the patron needs for something else and the stone is needed for a ritual component (speak with dead) because normally the soul is out of reach in the Nine Hells (or even more twisted, has been corrupted and is now a powerful Devil in its own right).

There are all sorts of reasons to go after the stone. There are even other options in the back of the adventure.

My two coppers,
 

Here's the background I typed up for the player of the Dwarf Druid. He provided the basics (being rasied by Allanor) and I meshed that with heavy borrowing from Slaying Stone, Orcs of Stonefang Pass, and Netir Vale/Fallcrest info.

The drow hunter he encounters is another PC... they will formally meet during tomorrow's session, as Alain returns to his lands with the party he recruits in Fallcrest (the rest of the PCs.)

Allanor, a half-elf druid, claimed the portion of Nentir Vale from the west of Winterhaven to the Ironwall Mountains as his providence. He worked hard to maintain the natural order as civilization retreated the region. A century ago, the dwarves that guarded Stonefang Pass mysteriously disappeared. Rumors spread that they slaughtered one another in a terrible civil war. Regardless of the reason, this resulted in the closure of Stonefang Pass and the one route through the Ironwall Mountains from the Nentir Vale. In the times since, the road to Stonefang Pass from Winterhaven fell into disuse and most of the already sparse population departed for more hospitable lands.
Allanor continued to tend to the wild along the old trade road, protecting the remaining settlements and those people migrating back into the Nentir Vale. He witnessed Timbervale, once a large town and major trading hub for goods passing through Stonefang Pass, slowly shrink to little more than a frontier village after the pass closed. In recent decades, with little reason to travel the road west of Winterhaven, it had become just a small community of loggers and farmers eking out an existence in the ruin-choked forest along the Stonefang River. Still Allanor held his vigil, even though maintaining the balance of nature became an act more akin to defending innocents from the encroaching darkness. Fortunately, Allanor’s skill with a bow was a great compliment to his druidic powers and both served him well in performing his duties.
During his last foray to the Ironwall Mountains some twenty summers ago, Allanor came upon the remains of a terrible fight. It appeared that a small party of dwarves attempting to cross the Ironwall into the Nentir Vale had been ambushed and massacred. Even Allanor’s primal magic was not capable of saving the life of the only dwarf still clinging to breath, although it was enough to soothe the pain of her grievous wounds and enable Allanor to deliver her child. “His name is Alain” were the only words to escape her lips before she succumbed to her injuries.
Allanor sensed that the primal spirits that enabled this dwarf boy’s birth did so out of more than just mercy, although he could not fathom their motive. But Allanor did know that Alain now belonged to the wilderness, not civilization. Therefore, Allanor raised Alain as both his son and his prodigy.
In his youth, Alain learned the land of the Old Trade Road, although Allanor never took him further west than Timbervale. They were also known in Kiris Dahn and Winterhaven, the latter being the eastern end of the lands that the pair guarded. Every summer they would venture as far east as Fallcrest, both so Alain could experience a proper town, and to receive news of the rest of the Nentir Vale.
About eight years ago, invading goblin hordes threatened Kiris Dahn, the last sizable village west of Winterhaven. The town had already suffered a long decline under the rule of the Kiris family, and the citizens scattered rather than follow their leader Kiris Alkirk. During the exodus, Allanor charged Alain with the safety of a group of refugees bound for Winterhaven and beyond. Although barely an adolescent, Alain was a gifted druid and sentinel, and he tended his charges well. However, once he returned from Winterhaven, Kiris Dahn was in flames and Allanor was nowhere to be found. Alain fought back the urge to rush into the town in hopes of saving his mentor, but he knew that even with his bear companion, Beorn, at his side, he would stand no chance against the throng of goblinoids that now claimed Kiris Dahn.
For the past eight years, Alain maintained his vigil in the lands south of the Old Trade Road. He roamed between Timbervale and Winterhaven, but spent most of his time in lands west of the Ogrefist Hills in the vicinity of what was Kiris Dahn, or Gorizbadd as it is now called by the goblins who rule it. Alain longed for the day that he could venture into the town and drive off the goblins and search of any clue of Allanor. So far that has proven impossible, so Alain dutifully maintained the balance by preventing the foul humanoids from defiling the surroundings or encroaching further east into civilized lands. However, in recent months, the humanoid threat has grown faster than Alain’s ability to contain it.
Just a few weeks ago, Alain and Beorn heard the distinct shrieks of kobolds further in the forest. Small wandering groups of the creatures were to be expected this far from civilization, but they had been showing up with increased frequency. Even more worrisome was that this group sounded larger than normal, and they weren’t attempting to conceal themselves in their pursuit of their prey.
Following the screams and battle cries of the kobolds quickly changed to following a trail of dead kobolds for Alain and Beorn. Each body had one or more long arrows protruding from vital areas. As they tracked the sounds and the bodies, Alain understood that the kobold’s elusive foe was losing ground each time he paused to loose an arrow. As the pace of the running battle slowed, Alain finally got close enough to just make out a slender elven form holding a pack of kobolds at bay through his masterful use of a longbow. Could it be Allanor? Alain didn’t have time to ponder; he noticed a pair of kobolds hiding in the underbrush several yards behind the figure. With his attention focused the other direction, the elf was just a few paces away from backing into their ambush. Alain didn’t hestitate to send Beorn rushing ahead to defend the elf. The bear burst from the trees and charged directly at the archer but continued past him to intercede its body to absorb the strikes that would have felled the elf from behind. The elf didn’t flinch as he dispatched the remaining kobolds to his front and the bear rended the kobolds to his rear limb from limb. The battle was over by the time Alain arrived.
But this was not the joyous reunion Alain was expecting. The elf withdrew the hood of his cloak, revealing skin as black as night and contrasting stark white hair; not only was this not Allanor, it was a drow! . “I hope you don’t mind me killing a few kobolds on your land. I must admit, your bear did have me concerned for a moment” said the figure in a lilting elven voice. As Alain tried to comprehend why a member of this wicked race would be in his forest fighting kobolds, the drow flashed him a grin and, with a quick hand gesture, cast a flickering halo of purple light onto the dwarf. The glowing nimbus startled Alain and in the seconds it took him to realize that the fire didn’t burn and he was unharmed, the drow quickly ran off and vanished into the forest.
Alain had no idea what to make of that encounter. However, one thing was sure: the lands around Gorizbadd now had more vile creatures than he and Beorn could keep in check. With that revelation, he set out for Fallcrest. He hoped that Grundelmar, a zealous dwarf priest of Pelor that recently reestablished the House of the Sun, would be interested in reclaiming Kiris Dahn, or at least reducing the humanoid population to a more manageable level. He also realized that, with a little luck, he may even be able to find others with a personal interest in exploring that village.
 

For my run-through of HS1, I made the slaying stone have no power to kill an individual, but could be used as the focus of a ritual which, if cast in the area to which the slaying stone was tied, could vanquish all the caster's enemies in a certain radius. Thus, the stone can be used to destroy the goblinoid occupiers so that Kiris Alkirk can retake the city. Of course, Treona would rather have the stone itself, as well as any texts the PCs might be able to find about it, so that she can make more stones. That way, not only can the city be taken back, but it can be defended against future attacks, like the old days when they had more slaying stones.

The use of and duplication of the slaying stone (if the PCs are successful) would not happen until paragon levels. That way we can deal with the ramifications of a artifact defense system on the Nentir Vale's border communities and a possible invasion of the Nentir Vale, etc.
 

What if the Slaying Stone is not a magical item at all? What if it is an ancient technological device... like a bomb or grenade (I haven't looked at the new Gamma World but I'm thinking of something from Classic Gamma World like a "torc grenade" that doesn't even do damage... it simply disintegrates everything within a 15 meter radius). Perhaps its range limitation is due to the fact that it operates off of broadcast power, from some hidden source?
 

The way I see it, it should be a one-use item which will kill a large number of enemies of the wielder (not just one lowish-level character, that's just silly).
Get the item, attune yourself (or defend the NPC while she attunes herself), use the item on the goblin hordes and retake the town. That's a properly epic goal for a very low-level party.
I'd also like to know what size and level the dragon is. It's left blank so the characters won't be able to face it in combat (they'd all die in a few turns at most) but I still like to know these things as they can become important later in the campaign.

Overall, I thought the module was okay but I wasn't blown away by it. Didn't live up to the hype.
 

My DM made it person

Lady sending us on the quest was a close personal friend of one of the other characters (which also explains why I never bothered to remember her name). Then he added another "feature" to the stone: at the time of creation, the individual it can kill is set. In stone, if you will (terrible pun intended). So the only person that stone could be used against what this quest-giver lady. PCs were hired to eliminate the gun she had pointing at her so that she would be free to act.
 

I'm currently running HS1 in an Eberron Campaign, using the "blueprint" idea.

The PCs are members of the Brelish army during the Last War, sent by their superiors to infiltrate Kiris Vahn - a city in the Darguun-Breland border now in the hands of the Hobgoblins - to retrieve the Slaying Stone.

I made several changes. The Slaying Stones were built by House Cannith and, in my campaign, there are two remaining, both in Tyristis' hands (or claws...). I also transformed the Severed Eyes into Emerald Claw agents. They have large numbers of undead to make a stand against the Hobs in Kiris Vahn and they have blocked the Hobs' communication with the rest of the Hob realm.

The PCs are being accompanied by an Emerald Claw infiltrated agent, who will work to have them ambushed as soon as they obtain the Slaying Stone. The fact is that Tyristis, who is a dragon Chamber agent, by means of his reading of the Prophecy, knows that they will be betrayed and will openly give them only one stone, while secretly giving the other one to one of the PCs.

The adventure shall end with an Emerald Claw ambush where they will have to give away one stone.

This Slaying Stone will be used as a focus for the ritual that caused the destruction of Cyre (The Mourning), so I plan to run the introductory adventure in the ECS and then jump to the post-war age, doing a 2nd arc where the Heroes discover the true potential of the Slaying Stone and a 3rd where they will try to impede it from being used by the bad guys (Emerald Claw) for a new Day of Mourning.

Sorry for ranting about my campaign!
 

I'm actually at the start of this adventure myself, in my Dark Sun campaign. Right now the party is perched outside of town.

I've set the adventure in the destroyed town of Yaramuke, to the east of Urik. The party consists of Templars, and some mercenaries.

It is shortly after the fall of Kalak in Tyr. With the news of the death of a sorcerer king, the Veiled Alliance in Urik have become emboldened. They have begun actively attacking city government outposts and offices in Urik. Veiled Alliance agents kidnapped the curator of Urik's Halls of Knowledge, and the PCs first adventure was to rescue her. Once they did, they uncovered an even bigger plot. The Veiled Alliance has discovered a ritual which will allow them to activate and detonate the "Qatala Jandal" the ancient guardian stones of Yaramuke.

Long ago, Sielba the sorcerer queen of Yaramuke angered Hamanu the sorcerer king of Urik, and Hamanu brought his army and destroyed the city of Yaramuke. Legend tells that he used his powerful magic to rain fire and destruction upon the city. However, the secert history that the players also learned is that Hamanu slowly marched his army across the desert, allowing Sielba to ready the stones. Hamanu then climbed to the top of the overlooked mountains and performed a ritual to explode the stones, destroying all of the city and leaving the lands around it permantly defiled and poisoned.

Now, the Veiled Alliance has learned that one stone may still exist, and they are in possession of a ritual to detonate the stone. If they find it, they could smuggle it into the Urik and cause massive damage and destruction. The party is now sent off to the Yaramuke in a race to locate the stone before the Veiled Alliance.

I also have the party working as covert black ops agents on this mission due to internal politics (mostly because Hamanu has decreed all efforts be dedicated to the mustering of his armies for a war against Free Tyr). So the players are working without the King's authority, trying to stealth into the city to avoid the twisted evil creatures living there, as well as beat the Veiled Alliance who are also looking for the Slaying Stone.

So I've blended the adventure with a dose of the TV show 24 to spice it up. It's not just a "find a magical item", it's a "beat the terrorists to the bomb" adventure.

(In my game the Veiled Alliance are a mix of dangerous fanatics who want to take down the sorcerer king at all costs, and dirty hippies who are in way over their heads. How did they get the ritual, how did they learn of the last remaining stone? Plots within Plots...)
 

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