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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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Invasion of ArunKid
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009016" data-attributes="member: 18387"><p>The Invasion of Arun’Kid is a D&D adventure based in the Kingdoms of Kalamar campaign setting. It is intended for a party of three to seven 1st-2nd level characters and is designed to be ideally suited as the first adventure to kick off a new campaign. </p><p></p><p>The adventure is a stapled, softcover booklet. It has a color cover, black-and-white interior and is 48 pages long. Invasion includes five pages of maps and ten pages of ImageQUEST illustrations. Advertisements for other Kalamar products adorn the inside of the adventure’s front and back covers. It's priced at $11.99 (US).</p><p></p><p>Invasion’s plot centers around an invasion of the adventure’s namesake village, Arun-Kid, by a group of gnomes. The gnomes are seeking their clan’s lost treasure, which they believe was stolen by one of the village’s residents. The player characters must defend the village from the gnomes and then later from a second invasion by a group of brigands who also seek the treasure. In addition to battling the gnomes and brigands, the player characters may have to negotiate and free hostages, as well as search a tomb for the treasure itself. The players’ task is aided (or perhaps hindered) by the intervention of troops sent by the local lord.</p><p></p><p>Invasion is not exactly your typical introductory adventure. The player characters are cast as defenders rather than monster hunters or treasure seekers. Also, the gnomes are not the typical evil cannon fodder found in most low-level adventures. The negotiations with the gnomes and the possible interference from the local lord’s troops are also aspects that I rarely seen in a published adventure.</p><p></p><p>My reservations about Invasion are few. With the open nature of its plot, Invasion is not exactly the best adventure for a novice game master to cut his teeth on. The adventure’s suggestion to have the PCs spread out in various locations in the village when the initial invasion begins may also make it a bit tough to organize the various fights.</p><p></p><p>I applaud Scott Casper for not only including several adventure hooks and starts, but also for providing the game master with plenty of advice on how to deal with ‘what if’ situations in the adventure. The adventure also has some nice additions like a new potion a new spell and a new NPC class, the brigand. In addition to this is a random encounter table for the Kalamar plains, as well as a useful glossary of people and places found in the adventure. Finally, the included ImageQuest illustrations have a pleasant ‘charcoal sketch’ quality about them and are a welcome addition.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009016, member: 18387"] The Invasion of Arun’Kid is a D&D adventure based in the Kingdoms of Kalamar campaign setting. It is intended for a party of three to seven 1st-2nd level characters and is designed to be ideally suited as the first adventure to kick off a new campaign. The adventure is a stapled, softcover booklet. It has a color cover, black-and-white interior and is 48 pages long. Invasion includes five pages of maps and ten pages of ImageQUEST illustrations. Advertisements for other Kalamar products adorn the inside of the adventure’s front and back covers. It's priced at $11.99 (US). Invasion’s plot centers around an invasion of the adventure’s namesake village, Arun-Kid, by a group of gnomes. The gnomes are seeking their clan’s lost treasure, which they believe was stolen by one of the village’s residents. The player characters must defend the village from the gnomes and then later from a second invasion by a group of brigands who also seek the treasure. In addition to battling the gnomes and brigands, the player characters may have to negotiate and free hostages, as well as search a tomb for the treasure itself. The players’ task is aided (or perhaps hindered) by the intervention of troops sent by the local lord. Invasion is not exactly your typical introductory adventure. The player characters are cast as defenders rather than monster hunters or treasure seekers. Also, the gnomes are not the typical evil cannon fodder found in most low-level adventures. The negotiations with the gnomes and the possible interference from the local lord’s troops are also aspects that I rarely seen in a published adventure. My reservations about Invasion are few. With the open nature of its plot, Invasion is not exactly the best adventure for a novice game master to cut his teeth on. The adventure’s suggestion to have the PCs spread out in various locations in the village when the initial invasion begins may also make it a bit tough to organize the various fights. I applaud Scott Casper for not only including several adventure hooks and starts, but also for providing the game master with plenty of advice on how to deal with ‘what if’ situations in the adventure. The adventure also has some nice additions like a new potion a new spell and a new NPC class, the brigand. In addition to this is a random encounter table for the Kalamar plains, as well as a useful glossary of people and places found in the adventure. Finally, the included ImageQuest illustrations have a pleasant ‘charcoal sketch’ quality about them and are a welcome addition. [/QUOTE]
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