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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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Lands of Mystery
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<blockquote data-quote="JacktheRabbit" data-source="post: 2009001" data-attributes="member: 525"><p>Lands of Mystery is a 64 page softcover module containing 4 distinct short adventures. None of these adventures directly tie together and while two of them are located relatively close to each other the other 2 are much further away. If a DM wanted to run his players through all 4 adventures he may have to move their locations a bit or his or her party will be doing quite a bit of travelling.</p><p></p><p>NOTE: There will be minor spoilers below!</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p></p><p></p><p>Each of the 4 modules was well put together in my opinion and I was impressed with them as I read through them. A couple small points on each:</p><p></p><p><strong>Sirocco's Kiss</strong> - This is a good opening adventure for a group with a decent challenge and a plot that moves on its own well if the party does not act quickly enough. The only negatives to this are two.</p><p></p><p>1. Odds are meta-knowledge from the PC's is going to kill the surprise for this adventure from the start. I plan on altering a few minor details so that my PC's won't be certain what they are facing at the end.</p><p></p><p>2. If the party rolls bad and fails to take down the main foe with the items provided then they could be in real trouble. The main foe is quite capable of thrashing a 1st - 3rd level party.</p><p></p><p>These are both very minor points since a DM should know if point #1 will apply to him and the odds of point #2 happening is pretty low. In addition this adventure includes some nice information on the docks section of a city that one could reuse easily. Bonus points for including an item I will probably steal time and time again with just a few name changes.</p><p></p><p><strong>Too Deep</strong> - This is an interesting adventure that makes the party act as peacemakers in a town beset by two groups of Fey that do not get along. This module is a welcome change from the normal hack and slash since it requires the party to be diplomatic at times as well as use their brain for some riddles in the dungeon portion. </p><p></p><p>One minor point is that the arcane spell seems much too powerful for its level. Thrown on a fighter before he closes with an enemy or enemies and watch him go to town. Makes me wonder to a degree what mage would ever research such a spell or let it get out if he or she did create it.</p><p></p><p><strong>The Rot Lord</strong> - This adventure is a good old mystery. The townspeople are dying of a strange disease that normal means cannot cure. Its up to the party to find the source of the disease and end it. The nice thing is that just curing the disease will not end the problem. The foes in the module will just come back and start over again or worse depending on the parties actions the foes may overrun the town and put all the townspeople to the sword. </p><p></p><p>The DM will have to be very specific and careful about enforcing the time issues in this adventure. It is rated for 3rd - 5th level but if the DM lets the time deadlines slide the adventure will be a cakewalk for a party of this level. There is room for expansion of this module since mention is made of an orc tribe. Little information is given about the tribe so using the tribe would require a good amount of work from the DM.</p><p></p><p>Another bonus is that in this adventure there is a listing of several deadly diseases in Kalamar. Since the Rot Lord makes a good long term foe the addition of all these diseases and the stats on them is a great addition. More bonus points for this information.</p><p></p><p><strong>Unguarded Horde</strong> This adventure is the highest character level of all of them and possibly the most challenging. I say possibly since the main foes in this adventure are a group of evil PC's whose levels are to match the parties. These foes though are completely left to the DM to create. This allows a nice balance but requires the most work of any of the adventures to use. </p><p></p><p>This adventure also runs the risk of killing your entire party if they are greedy. There is an entire Gold Dragons horde just sitting there to be taken but only enough time to start grabbing it before the Dragons mate arrives. Woe to the PC who has a armful of jewels when the very angry Gold Dragon girlfriend arrives!</p><p></p><p>This adventure also has nice hooks into a longterm relationship with said Gold Dragon and a long term war against the local Hobgoblins. This is very nice since about this level you really want to start working long term politics into your adventures and this will do that nicely.</p><p></p><p></p><p></p><p></p><p>Finally the module comes with very nice ImageQuest pictures that go with all 4 adventures. They are posted in the back of the module and can be torn out to show the party. In addition all through the book there are small notes about bits that can be dropped in that can entice the party into other Kalamar modules.</p><p></p><p>All in all I must say this is an excellant product. If this is how Kenzer creates mini adventures then some of their full length adventures are definately in my parties future.</p></blockquote><p></p>
[QUOTE="JacktheRabbit, post: 2009001, member: 525"] Lands of Mystery is a 64 page softcover module containing 4 distinct short adventures. None of these adventures directly tie together and while two of them are located relatively close to each other the other 2 are much further away. If a DM wanted to run his players through all 4 adventures he may have to move their locations a bit or his or her party will be doing quite a bit of travelling. NOTE: There will be minor spoilers below! . . . . . . . . . . . . . . . . . . . . . . . . . . . . Each of the 4 modules was well put together in my opinion and I was impressed with them as I read through them. A couple small points on each: [b]Sirocco's Kiss[/b] - This is a good opening adventure for a group with a decent challenge and a plot that moves on its own well if the party does not act quickly enough. The only negatives to this are two. 1. Odds are meta-knowledge from the PC's is going to kill the surprise for this adventure from the start. I plan on altering a few minor details so that my PC's won't be certain what they are facing at the end. 2. If the party rolls bad and fails to take down the main foe with the items provided then they could be in real trouble. The main foe is quite capable of thrashing a 1st - 3rd level party. These are both very minor points since a DM should know if point #1 will apply to him and the odds of point #2 happening is pretty low. In addition this adventure includes some nice information on the docks section of a city that one could reuse easily. Bonus points for including an item I will probably steal time and time again with just a few name changes. [b]Too Deep[/b] - This is an interesting adventure that makes the party act as peacemakers in a town beset by two groups of Fey that do not get along. This module is a welcome change from the normal hack and slash since it requires the party to be diplomatic at times as well as use their brain for some riddles in the dungeon portion. One minor point is that the arcane spell seems much too powerful for its level. Thrown on a fighter before he closes with an enemy or enemies and watch him go to town. Makes me wonder to a degree what mage would ever research such a spell or let it get out if he or she did create it. [b]The Rot Lord[/b] - This adventure is a good old mystery. The townspeople are dying of a strange disease that normal means cannot cure. Its up to the party to find the source of the disease and end it. The nice thing is that just curing the disease will not end the problem. The foes in the module will just come back and start over again or worse depending on the parties actions the foes may overrun the town and put all the townspeople to the sword. The DM will have to be very specific and careful about enforcing the time issues in this adventure. It is rated for 3rd - 5th level but if the DM lets the time deadlines slide the adventure will be a cakewalk for a party of this level. There is room for expansion of this module since mention is made of an orc tribe. Little information is given about the tribe so using the tribe would require a good amount of work from the DM. Another bonus is that in this adventure there is a listing of several deadly diseases in Kalamar. Since the Rot Lord makes a good long term foe the addition of all these diseases and the stats on them is a great addition. More bonus points for this information. [b]Unguarded Horde[/b] This adventure is the highest character level of all of them and possibly the most challenging. I say possibly since the main foes in this adventure are a group of evil PC's whose levels are to match the parties. These foes though are completely left to the DM to create. This allows a nice balance but requires the most work of any of the adventures to use. This adventure also runs the risk of killing your entire party if they are greedy. There is an entire Gold Dragons horde just sitting there to be taken but only enough time to start grabbing it before the Dragons mate arrives. Woe to the PC who has a armful of jewels when the very angry Gold Dragon girlfriend arrives! This adventure also has nice hooks into a longterm relationship with said Gold Dragon and a long term war against the local Hobgoblins. This is very nice since about this level you really want to start working long term politics into your adventures and this will do that nicely. Finally the module comes with very nice ImageQuest pictures that go with all 4 adventures. They are posted in the back of the module and can be torn out to show the party. In addition all through the book there are small notes about bits that can be dropped in that can entice the party into other Kalamar modules. All in all I must say this is an excellant product. If this is how Kenzer creates mini adventures then some of their full length adventures are definately in my parties future. [/QUOTE]
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