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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 Sunless Citadel
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008408" data-attributes="member: 18387"><p>[some major spoilers]</p><p></p><p>All in all, I thought this was a decent enough adventure. Well-written with some interesting elements for a 1st level dungeon crawl.</p><p></p><p>Very Good: The general storyline, the writing, the artwork, the hooks, and (to a lesser extent) the setting. All top-notch. The reason behind the Gulthias tree was extremely cool, and the collapsed underground setting from the old dragon cult gave it great flavor.</p><p></p><p>Pretty good: The encounters were OK, but a little weak at times. Meepo and the dragon were interesting, and gave the players a neat secondary goal for a while. The twig blights were also fun, as were the goings-on downstairs, and added some darker flavor to the proceedings. The ending was decent, though it could have been stronger in my opinion. The dungeon just had a great "feel" to it.</p><p></p><p>Disappointing: There were a couple of side-jaunts that I think would have been *really* cool, but due to the dungeon design and the fact that it wasn't integral to the plot, my players found it obvious they should just skirt around it. Too bad, I was looking forward to them. Ditto for some of the traps, which didn't seem obvious enough for newer players to even look at - they just walked right on by. Too many rooms with not enough interesting opponents; crossing through room after room, fighting kobold after kobold got kind of old - it seemed like it could have been shrunk by about 50% without losing anything. There were also some elements that seemed a little improbable or "leading", such as: (1) the maze-like design of the square floor plan, followed by (2) the only way down to the 2nd level via a vine located in the VERY back corner, (3) how these 2 main groups of creatures could co-exist at all, and (4) how convenient that the villain was waiting at the end for you at the end. Oh, and I kind of wish the Gulthias tree could have gotten involved in the final conflict somehow - it played such a big part in the story, it seemed a shame just to have it just sitting there...</p><p></p><p>But despite all my belly-aching, I still find myself giving it a 4 (although if I could have, I would have gone for a 3.5 instead). The players still liked it, and we all had a lot of fun playing. I guess it was just so well done, that it was frustrating certain elements couldn't have been a bit better.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008408, member: 18387"] [some major spoilers] All in all, I thought this was a decent enough adventure. Well-written with some interesting elements for a 1st level dungeon crawl. Very Good: The general storyline, the writing, the artwork, the hooks, and (to a lesser extent) the setting. All top-notch. The reason behind the Gulthias tree was extremely cool, and the collapsed underground setting from the old dragon cult gave it great flavor. Pretty good: The encounters were OK, but a little weak at times. Meepo and the dragon were interesting, and gave the players a neat secondary goal for a while. The twig blights were also fun, as were the goings-on downstairs, and added some darker flavor to the proceedings. The ending was decent, though it could have been stronger in my opinion. The dungeon just had a great "feel" to it. Disappointing: There were a couple of side-jaunts that I think would have been *really* cool, but due to the dungeon design and the fact that it wasn't integral to the plot, my players found it obvious they should just skirt around it. Too bad, I was looking forward to them. Ditto for some of the traps, which didn't seem obvious enough for newer players to even look at - they just walked right on by. Too many rooms with not enough interesting opponents; crossing through room after room, fighting kobold after kobold got kind of old - it seemed like it could have been shrunk by about 50% without losing anything. There were also some elements that seemed a little improbable or "leading", such as: (1) the maze-like design of the square floor plan, followed by (2) the only way down to the 2nd level via a vine located in the VERY back corner, (3) how these 2 main groups of creatures could co-exist at all, and (4) how convenient that the villain was waiting at the end for you at the end. Oh, and I kind of wish the Gulthias tree could have gotten involved in the final conflict somehow - it played such a big part in the story, it seemed a shame just to have it just sitting there... But despite all my belly-aching, I still find myself giving it a 4 (although if I could have, I would have gone for a 3.5 instead). The players still liked it, and we all had a lot of fun playing. I guess it was just so well done, that it was frustrating certain elements couldn't have been a bit better. [/QUOTE]
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