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The Apocalypse Stone (Advanced Dungeons & Dragons Adventure)
 
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The Apocalypse Stone (Advanced Dungeons & Dragons Adventure) (Paperback)

by Jason Carl (Author), Chris Pramas (Author)
4.7 out of 5 stars See all reviews (11 customer reviews)


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Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast (March 1, 2000)
  • Language: English
  • ISBN-10: 0786916141
  • ISBN-13: 978-0786916146
  • Product Dimensions: 10.7 x 8.5 x 0.2 inches
  • Shipping Weight: 13 ounces
  • Average Customer Review: 4.7 out of 5 stars See all reviews (11 customer reviews)
  • Amazon.com Sales Rank: #1,494,043 in Books (See Bestsellers in Books)

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Customer Reviews

11 Reviews
5 star:
 (9)
4 star:
 (1)
3 star:
 (1)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.7 out of 5 stars (11 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
49 of 50 people found the following review helpful:
5.0 out of 5 stars Armageddon In Six Fun-Filled Chapters, March 19, 2000
By Dean R De Leon (Abilene, TX) - See all my reviews
As a rule, I am not a fan of TSR generated adventures. It could have been my first DM didn't use them or when I first started reading them they didn't match the quality or fun of my DM's campaigns - the randomness of your average gamer has generally been more than these "enter room 32 and be attacked by 4d6 trolls" seem to be able to compensate for and oddly seem to encourage the much maligned "hack and slash" approach to RPG's.

The Apocalypse Stone may be the adventure that changes that opinion forever. The world is coming to horrible, irrevocable end - and your players are responsible for it! With pacing, drama, problem solving, tests of true heroism, and more bad-ums to battle than can safely be catalogued in your average Monstrous Manual update this adventure is not only challenging but is so deftly written that the failure of the PC's at any given point along the adventure is a viable option. Realistically, you should expect at least one or two of your PC's to die before they get to the climax - if they get to the climax at all. During the course of this adventure, if you haven't angered, sickened and otherwise re-invigorated your players, you've done something wrong. Anyone who doesn't think the use of the flesh golems in Chapter Three signifies a new diabolical height in psychological warfare has been gaming way too long - I actually had to stop reading at that point, take a break and come back.

What is remarkable about The Apocalypse Stone is how well it works as a story line. The adventure actually reads better than several of the novels TSR has published of late. No new spells or prayers are introduced, other than the Stone, there are no new artifacts or weapons (and the PC's realistically can't claim or use the Stone and remain PC's). This is a highly woven, well plotted story that makes your high-level characters do far more than just use their might and magic - in fact, if your players choose to approach the adventure that way, they are damned.

Even if they don't, your world maybe anyway...

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35 of 37 people found the following review helpful:
5.0 out of 5 stars A great book for any gm looking to invoke player emotion, May 19, 2000
By A Customer
Too often players get the idea that their gaming world is nothing more than a place where they(the heroes) kill the monsters and get treasure. Far too many adventures cater to this scheme. It's time to shake things up!

The setup is great and easily fits into almost every setting published(or made up). Things have been kept generic enough to be melded into your campaign world and style with little difficulty. There seems to be a trend with players when they get very powerful, they get cocky and indifferent. "How many demons? I'll just use my BIG sword." This adventure is a fitting way to end things with the message, "With great power comes great responsibility."

As their powers fail, and loved ones pay the price for simply associating with the PCs, it will be difficult for your group to not feel despair, regret, and helplessness.

If you are a player, please do not read this prior to going on this quest. It will be well worth it.

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24 of 25 people found the following review helpful:
5.0 out of 5 stars Generic AND Specific, a great supplement..., March 13, 2000
By "swrpgnetwork" (SWRPG Database Offices) - See all my reviews
The great thing about this module is that not only is it a great ending adventure, but it also offers some great hints on how to use the ideas presented inside to fit any campaign. The adventure itself is intruiging, but be warned, you should not let your players have ANY IDEA what is really going on. The opening chapter specifically tells you the methods on how to lie to your players, keep them in the dark, and basically pull the wool over their eyes. I'd highly reccommend this book to any DM who wants to bring his campaign to a close with a bang, because this module features non-stop action all the way to the Apocolypse of your game world.
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Most Recent Customer Reviews

4.0 out of 5 stars Interesting module but not quite apocalyptic.
Warning, spoilers beneath:

I've recently gotten back into AD&D, and picked up this module because of the unique premise. Read more

Published on September 2, 2002 by Robert Gamble

5.0 out of 5 stars How to End your Campaign World
Make them go out with a bang! This extensive adventure is for high level characters. The DM may use this adventure to end his current campaign by literally allowing the current... Read more
Published on November 26, 2001

5.0 out of 5 stars Awesome
This is one of the best d&d adventures I have ever read! It is great if you have a long, developed campaign that you wish to bring to a glorious end. Read more
Published on November 6, 2001 by Stelios Kourakis

5.0 out of 5 stars A GREAT adventure!
I am a DM for me and my friend's D&D 3E campaign, and when I used this book I saw a total difference in my players. Read more
Published on December 20, 2000 by ridman

3.0 out of 5 stars For TSR - not bad...
Considering this is a TSR product this adventure is not too bad. But it does suffer from the TSR curse that it just does not create a realistic adventure at all. Read more
Published on November 29, 2000

5.0 out of 5 stars THIS IS ONE OF THE BEST AD&D ADVENTURES EVER PUBLISHED
This is the most dangerous adventure since Return to the Tomb of Horrors.

This adventure has it all, a great nemesis for the players a false quest a redemption quest, demons,... Read more

Published on July 19, 2000 by Juan Luis Fasser

5.0 out of 5 stars The Appocalypse has come!
Being a new DM I found that my players were trying to take advantage of me and had to do something to stop it (I couldn't seem to kill ANY of them so I had to find another way)... Read more
Published on May 15, 2000 by F. T. Barrett

5.0 out of 5 stars What's going on with TSR?
Well, a few years ago this adventure couldn't be published. Very "good" lessons of how being evil and put your players on different kinds of situations, like performing... Read more
Published on May 4, 2000 by bigwall

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