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Serpent and the Scepter
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009968" data-attributes="member: 18387"><p>Continuing in the same vein as it's predecessor, the Serpent in the Fold, Serpent and the Scepter is a grab you by your throat, no holds barred module of an exceptional quality. If you've been following us so far, the main thrust of the story is the Serpent Amphora, an artifact that has sealed away a large part of the essence of the Hag Queen, the Titaness Mormo. In the second adventure, the players are given a quest to find and retrieve information about a true ritual that might help with finally destroying the Amphora and its contents. Maybe...</p><p></p><p>The cover art again features the party first mentioned in the Serpent in the Fold, the Stalwarts. Really I think the cover art and the cartography are probably some of the best work done in a module. Both Ed Bournelle and Kieran Yannar are some of todays top RPG artists/cartographers. So I really have to give thumbs up there. </p><p></p><p>The interior art work is pretty decent, but not exceptional. I will save two of my favorite pieces here are in the beginning, (with the Autumn King, Ilkuthsra) and chapter three. </p><p></p><p>The book is laid out into three chapters and introduction and one appendix. </p><p></p><p>While I won't go into details here, I will give a nonspoiler section and spoiler section.</p><p></p><p>Nonspoiler: The appendix as well as the entire adventure is very well done. Both the NPCs and the monsters used here make for a memorable adventure and also tie in well with the series. Also nice were the little Scarred Land touches and again nice use of a random wilderness encounter chart. Also again all the variables and ideas are given here for both novice and experienced Dms alike that were in the Serpent in the Fold, from how to handle a dumb PC to dealing with smart ones too. If you wanted more after reading the Serpent Amphora, you got it. For those just wanting a challenging 4th to 5th level adventure, you'll not be dissappointed, especially since if you use this module, you'll not need much referencing from other Scarred Lands/S&SS products. I heartily recommend and say great job to Ari Marmell and C.A. Suleiman for their efforts. It was definately noticable. </p><p></p><p>For those wanting to know the entire adventure I offer a spoiler section:</p><p></p><p>S</p><p>*</p><p>P</p><p>*</p><p>O</p><p>*</p><p>I</p><p>*</p><p>L</p><p>*</p><p>E</p><p>*</p><p>R</p><p></p><p>: In this adventure the party is told to find information on the location of one Marilvaz the Scribe. To do that, they must visit the Archfiend in Lageni, one of Chardun favored clerics. The journey into Castle Durm is one that will probably harrow a lot of normal D&D adventurers used to see such evils and wanting to do some thing about it. Especially the opening scene at the farm. But even that is altered by the fact of the Archfiend's willingness to give some aid (albeit unknowingly), to destroy the Amphora. Then, after finding the village and tomb, they encounter dozen of fairly sadistic and well made traps, both magical and mundance. Marilvaz is definately one sick little puppy, let me tell you. From traps ranging from just mischievious to down right cruel, (worst one has to be the A Little Piece of Death Trap), your players will not take kindly to you. Inside the tomb the players find the true ritual carved into the main tomb sephural(sp). But just as they get started, the players find out they have company. A large contingent from Dar al Annot, the cultists and followers from the Hornsaw, have come to dismember and steal the true ritual from the players. This is where the fun REALLY begins as the players can now control the traps and also help to eliminate the potential dangers of facing down a powerful druids, his fairly numerous followers and a Serpent Golem that split in four parts. The ingenious nature of the tomb will actually benefit players instead of hindering them. Course they have to be ready to know what's going on. Also another favorite part is the various new spells which you find hidden throughout the tomb, something I liked from the Burok Torn book as well as R&R2. Then of course comes the rewards as well as new foes to fight. Plus the inscrutable nature of the Autumn King is in full force. In any case, the module succeeds largely again based on the PCs actions. While the middle of the book is a dungeon crawl, it's a nice little one that doesn't waste the player's time nor hinders character development. Overall, I loved this module and I do think it's both a great adventure and a great middle link between the cycle.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009968, member: 18387"] Continuing in the same vein as it's predecessor, the Serpent in the Fold, Serpent and the Scepter is a grab you by your throat, no holds barred module of an exceptional quality. If you've been following us so far, the main thrust of the story is the Serpent Amphora, an artifact that has sealed away a large part of the essence of the Hag Queen, the Titaness Mormo. In the second adventure, the players are given a quest to find and retrieve information about a true ritual that might help with finally destroying the Amphora and its contents. Maybe... The cover art again features the party first mentioned in the Serpent in the Fold, the Stalwarts. Really I think the cover art and the cartography are probably some of the best work done in a module. Both Ed Bournelle and Kieran Yannar are some of todays top RPG artists/cartographers. So I really have to give thumbs up there. The interior art work is pretty decent, but not exceptional. I will save two of my favorite pieces here are in the beginning, (with the Autumn King, Ilkuthsra) and chapter three. The book is laid out into three chapters and introduction and one appendix. While I won't go into details here, I will give a nonspoiler section and spoiler section. Nonspoiler: The appendix as well as the entire adventure is very well done. Both the NPCs and the monsters used here make for a memorable adventure and also tie in well with the series. Also nice were the little Scarred Land touches and again nice use of a random wilderness encounter chart. Also again all the variables and ideas are given here for both novice and experienced Dms alike that were in the Serpent in the Fold, from how to handle a dumb PC to dealing with smart ones too. If you wanted more after reading the Serpent Amphora, you got it. For those just wanting a challenging 4th to 5th level adventure, you'll not be dissappointed, especially since if you use this module, you'll not need much referencing from other Scarred Lands/S&SS products. I heartily recommend and say great job to Ari Marmell and C.A. Suleiman for their efforts. It was definately noticable. For those wanting to know the entire adventure I offer a spoiler section: S * P * O * I * L * E * R : In this adventure the party is told to find information on the location of one Marilvaz the Scribe. To do that, they must visit the Archfiend in Lageni, one of Chardun favored clerics. The journey into Castle Durm is one that will probably harrow a lot of normal D&D adventurers used to see such evils and wanting to do some thing about it. Especially the opening scene at the farm. But even that is altered by the fact of the Archfiend's willingness to give some aid (albeit unknowingly), to destroy the Amphora. Then, after finding the village and tomb, they encounter dozen of fairly sadistic and well made traps, both magical and mundance. Marilvaz is definately one sick little puppy, let me tell you. From traps ranging from just mischievious to down right cruel, (worst one has to be the A Little Piece of Death Trap), your players will not take kindly to you. Inside the tomb the players find the true ritual carved into the main tomb sephural(sp). But just as they get started, the players find out they have company. A large contingent from Dar al Annot, the cultists and followers from the Hornsaw, have come to dismember and steal the true ritual from the players. This is where the fun REALLY begins as the players can now control the traps and also help to eliminate the potential dangers of facing down a powerful druids, his fairly numerous followers and a Serpent Golem that split in four parts. The ingenious nature of the tomb will actually benefit players instead of hindering them. Course they have to be ready to know what's going on. Also another favorite part is the various new spells which you find hidden throughout the tomb, something I liked from the Burok Torn book as well as R&R2. Then of course comes the rewards as well as new foes to fight. Plus the inscrutable nature of the Autumn King is in full force. In any case, the module succeeds largely again based on the PCs actions. While the middle of the book is a dungeon crawl, it's a nice little one that doesn't waste the player's time nor hinders character development. Overall, I loved this module and I do think it's both a great adventure and a great middle link between the cycle. [/QUOTE]
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