What is The Black Egg?

Emirikol

Adventurer
DUNGEON ISSUE #106

Scenario & Author:
THE BLACK EGG by Steven Montano

16 pages

Blurb: The Black Egg (12th) (106BE1DN) When an ill-favored orb drops form the sky and devastates the countryside, only the PC’s stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish worms into your campaign world!

Comments/SPOILERS:
The cover of this issue is "What is the Black Egg?" It must be good hype because three of my players picked up the issue to take a look inside..not spoiling this adventure though.

Here's the gist:
A 300' magical iron ball with a door crashes on a village, destroying all beneath it and for miles around. The PC's, depending on how close they are, are affected by the blast.

As refugees pour out of the area, the PC's notice that they are being accosted by a giant, elf, and a wizard. Then the PC's either kill or let the trio go. Then the crazy NPC buddy of the trio secretly sizes up the PC's to see if it's worth travelling with them to uncover the secrets of th egg an of course attack them at an inopportune time.. The giant black ball sits above the crater (300') and th PC's get up there to the door in the side. They enter, fight some powerful half-dragon/half-one-of-everything cultists and a who's who of the monster manual (advanced types). Then they find a gate. The gate will spew out abyssal dragons because the crazy dude has secretly been stealing the cultists souls in a claw-like rod.

The PC's of course get a chance to use some knowledge skills about the crazy NPC dude an may learn that his father was obsessed with the crazy object that crashed to the ground. They may also learn fom a cultist (if they're dumb enough to try to take one alive), that they're bent on world domination and want to see dragons rule the world.

This adventure could have been better termed a side-trek. It is a linear short dungeon crawl with powerful opponents. None of the encounters are particularly interesting, nor do they require any creativity in overcoming them. The background is irrelevant, as it is simply 'filler' and knowledge of it doesn't alter the outcome of the game. http://www.wizards.com/default.asp?x=rpga


It wasn't a boring adventure by any means however when it comes to rolling dice. There's plenty of dice to be rolled. There are knowledge checks to find out background inormation, sense motive checks for the crazy dude, massive attacks and saving throws. The dragon that got loose in our game, took out a PC in short order :)

Another benefit was that it was easy to fit into a campaign.

FYI, this adventure can be reported by players to the RPGA for Player Reward points (whatever those are :)

Known Errata: Nothing broke the game.

Grades:
Art: A- (really prety good with great pictures of the cultists; one map)

Content: C

Fun: C (average)

Overall grade: C

Jh
 
Last edited:

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