Most Helpful Customer Reviews
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49 of 50 people found the following review helpful:
5.0 out of 5 stars
Armageddon In Six Fun-Filled Chapters, March 19, 2000
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
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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