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The tiefling empire of Bael Turath crumbled long ago, but the ruins of its ancient cities remain. Lost within one such ruin is a powerful relic called the Slaying Stone, and brave heroes must retrieve it before it falls into the hands of their enemies!
This standalone D&D® adventure is designed for 1st-level characters and can be easily inserted into any D&D campaign.
- Sales Rank: #969598 in Books
- Brand: Wizards of the Coast
- Model: 25122
- Published on: 2010-05-18
- Released on: 2010-05-18
- Original language: English
- Number of items: 1
- Dimensions: 10.78" h x .13" w x 8.38" l, .42 pounds
- Binding: Paperback
- 32 pages
- HS1 The Slaying Stone Adventure - 4th Edition Dungeons and Dragons RPG by Wizards of the Coast
Most helpful customer reviews
42 of 42 people found the following review helpful.
Doesn't Railroad the Players
By Robert A. Howard
The Slaying Stone by Logan Bonner is a Dungeons & Dragons adventure for a group of 1st level characters designed to take the players all the way through first level. It is a standalone adventure with a straightforward premise: recover a potent magic item that can (possibly) kill anyone or anything (sufficiently low in level) nearly instantaneously. This relic, known as the Slaying Stone, lies in the ruins of a town which was overrun nearly a decade prior by an invading horde of goblins. The player characters are called on to venture into town, find the slaying stone and return it.
The module itself is 32 pages long, printed in full color on what feels like good quality paper. There are a total of thirteen encounters presented in the nice one to two page format that has become customary in 4th Edition Dungeons & Dragons supplements. Also included is an eight page foldout battle-mat of the town with a crumbling old mansion on the reverse side. There is very little in the way of artwork beyond the cover art and the encounter maps, unfortunately, and there are no handouts or props aside from the battle-mat. Although, I must say as someone who is incredibly horrible at drawing on a battle grid, I really appreciate having one included with the adventure.
From an organizational perspective, this adventure is quite different from modules I have perused in the past. It's less like a traditional module and more akin to a set of detailed adventure notes and prebuilt encounters. Instead of providing a single linear path, the author sets up the plot, details the various elements and complications that are important to the story and provides a framework for the adventure to develop organically. A lot of details of the town the PCs are exploring are left to the DM's imagination, but the module provides a strong set of supporting encounters that the DM can plunk in at the appropriate time. For the experienced storyteller, this is an awesome format. I'd love to see more modules built this way, but at the same time, newer dungeon masters might have a harder time navigating their way through the story.
# My Thoughts #
I must admit that I have a long and deeply rooted bias against Dungeons and Dragons modules -- or modules of any kind, really. Oh, I've tried a few, and every time has ended poorly. My players felt railroaded, and I felt constrained by a story that left too little wiggle room for improvisation and no guidance for what happened if the players jumped tracks. I was lamenting this very complaint when it was suggested that I take a look at this module as an example of how module building could be approached differently.
Indeed, I think that The Slaying Stone does an excellent job of avoiding the pitfalls of the typical prewritten adventure. I like what they have done with the format and I hope to see more of it in future modules. The included foldout battle-mat is also definitely a win, and the production quality of the book and the mat could only be judged as superb. However, I am disappointed with the lack of handouts or illustrations for important scenes. Perhaps this is a relic of days gone by -- do modern modules not include these sorts of things anymore? Ah well, it is still a good adventure. It just would be even better with a bit more art support.
24 of 24 people found the following review helpful.
A decent module
By J. Beighel
This module is different from the previous ones published by Wizards of the Coast. Up till now their modules were very linear, and the DM had to lead the players from one area to the next. This one presents an area that is more of a sandbox. Several areas are outlined and a few encounters are explained for each one. This gives the players far more freedom to explore and complete the adventure in their own way.
There is a downside to this freedom. The book is much smaller then the previous modules, which means a good deal of the areas and encounters are missing. This may not be an ideal module for a first time DM since it will require a bit more effort to make it work. For an more experienced DM it could be a good choice since it allows you to fill in a lot more of the details to get the module to match with your campaign's story.
20 of 27 people found the following review helpful.
Should be fun
By Lance
Clearly, based upon the title of my review, I have not yet played the adventure. However, there were a few points that I thought I should mention immediately. First, unlike many of the earlier modules, this module is designed only to take characters from 1st to 2nd level (as opposed to Keep on the Shadowfell, which ends with characters at 3rd/4th level). The difference being that it is a much shorter module. In order for characters to advance an equivalent number of levels it will cost substantially more than in previous modules.
On the flip side, this module shows some positive tweaking by WoC. Rather than planting a specific magic item as treasure, they have switched to giving the DM the choice of which item is best for their characters. They list the treasure as simply "Level 2 Magic Item". They also changed the format of the Monster/NPC stat blocks, by grouping the Standard, Move, and Minor actions together under the appropriate heading. This seems like it will make it easier to recognize your options when running the encounter. Lastly, they added a "Parcel and Quest Checklist" at the end of the module, which seems like it will make it easier to keep track of what treasure/quests the characters have received.
The author of The Slaying Stone, Logan Bonner, has allowed plenty of room for improvisation by experienced players/DM's. For Novice DM's however, it may not be the easiest module to run, as it seems like it will require a lot of "thinking on your feet" and spontaneity.
My main reason for only giving the module three stars was the sense of value. I was expecting a longer module, more along the lines of KotS. I was a little disappointed at how quickly I read through it, only then realizing that buying the additional modules in this series will end up costing a lot more than one of the earlier modules, which provides equivalent progress for the party.
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