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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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The Last Initiate
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<blockquote data-quote="ASEO" data-source="post: 2008696" data-attributes="member: 12224"><p>The Last Initiate: 5</p><p></p><p> Spoilers</p><p></p><p>44 Pages at $11.00 = $.25/ page</p><p></p><p>For levels 5-6.</p><p></p><p>OGL on inside of back cover.</p><p></p><p>Great maps in center pull out section (although the thought of tearing pages out of a module makes me shudder) and area maps on inside front cover.</p><p></p><p>PCs find a skeleton with a message requesting help in defending a isolated temple of the Artificer (a Inventor type Deity) and a rough map to the region.</p><p></p><p>The PCs investigate the temple (or the adventure ends rather abruptly) and find that it has long been abandoned by the religious order after the temple was sacked by Orcs...or at least that is what seems to be the case. The temple is still inhabited by a sole survivor of the Orc attack. This survivor monitors the PCs movements through the temple and if the PCs are not actively just looting this temple to a good deity eventually helps them reach the lost wonders that are hidden in the temple. If the PCs are just looting, then the survivor will reset traps and otherwise hamper the party...and there are a lot of traps. In fact the Orcs suffered so many losses in their attack on the temple that they now shun the place.</p><p></p><p>The temple is a huge gear, and if various holy symbols are collected and placed on an alter the entire floor rotates to open up a room where the Wonders (some mechanical inventions as well as a few magical items) are stored.</p><p></p><p>There are several encounters in which sword play is not the best alternative and parties who think first will come out ahead. </p><p></p><p>Players who are friendly to the survivor and his ghost friend (the old abbott) will be asked to cary news about the temple and the Wonders back to civilization and to another branch of the religion. They will then be rewarded with a wonder or two.</p><p></p><p>Players who are all about looting may get to keep everything, but will have to fight a 10th level clerical ghost and figure out the gear operation on their own.</p><p></p><p>The module layout is very clear with 1 inch borders, good art, nice maps, creature descriptions and new magic items.</p><p></p><p>This module would easily fit in to almost any campaign with a mountain region.</p><p> </p><p>I definitely plan on using this module in my campaign.</p><p></p><p>I give this product a 5. </p><p></p><p>ASEO out</p></blockquote><p></p>
[QUOTE="ASEO, post: 2008696, member: 12224"] The Last Initiate: 5 Spoilers 44 Pages at $11.00 = $.25/ page For levels 5-6. OGL on inside of back cover. Great maps in center pull out section (although the thought of tearing pages out of a module makes me shudder) and area maps on inside front cover. PCs find a skeleton with a message requesting help in defending a isolated temple of the Artificer (a Inventor type Deity) and a rough map to the region. The PCs investigate the temple (or the adventure ends rather abruptly) and find that it has long been abandoned by the religious order after the temple was sacked by Orcs...or at least that is what seems to be the case. The temple is still inhabited by a sole survivor of the Orc attack. This survivor monitors the PCs movements through the temple and if the PCs are not actively just looting this temple to a good deity eventually helps them reach the lost wonders that are hidden in the temple. If the PCs are just looting, then the survivor will reset traps and otherwise hamper the party...and there are a lot of traps. In fact the Orcs suffered so many losses in their attack on the temple that they now shun the place. The temple is a huge gear, and if various holy symbols are collected and placed on an alter the entire floor rotates to open up a room where the Wonders (some mechanical inventions as well as a few magical items) are stored. There are several encounters in which sword play is not the best alternative and parties who think first will come out ahead. Players who are friendly to the survivor and his ghost friend (the old abbott) will be asked to cary news about the temple and the Wonders back to civilization and to another branch of the religion. They will then be rewarded with a wonder or two. Players who are all about looting may get to keep everything, but will have to fight a 10th level clerical ghost and figure out the gear operation on their own. The module layout is very clear with 1 inch borders, good art, nice maps, creature descriptions and new magic items. This module would easily fit in to almost any campaign with a mountain region. I definitely plan on using this module in my campaign. I give this product a 5. ASEO out [/QUOTE]
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