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Dungeons & Dragons 3.5: To Quell the Rising Storm

To Quell the Rising Storm

In an area recently devastated by war, it seems that trouble is stirring again. There's quite a lengthly backstory for the DM that explains just who is intended to cause trouble this time and why, then the adventure synopsis describes how the party arrives in a settlement troubled by gnoll attacks and, should they investigate further, end in a site-based delve through subterranean tunnels to deal with the antagonist and his cohorts.

Several hooks are provided to get the party involved in the first place by getting them to a small town called Evenfall. Several events take place here which lead to a gnoll-hunt which eventually takes them to the antagonist's lair. There's no map, and little information, for Evenfall but the actual events are covered in sufficient detail to enable you to run them effectively. Likewise although the initial pursuit of the gnolls ought to result in a skirmish all you are supplied with are notes on the group of gnolls and their likely tactics. The lair is supposedly in a wilderness area, but that too will have to be made up, although the actual tunnels are both mapped and described well.

The assumption is that all those within the tunnels will fight rather than enter into negotiations. Although the backstory explains why the antagonist is doing what he is doing, it is unlikely to come out during the course of the adventure, which is a shame as it adds some depth to what otherwise is a definite 'Bad Guy'... especially as if he manages to make good his escape he will carry on, not to mention the possibility of taking revenge against interloping heroes, so the information could be of use. Perhaps it can be worked into initial enquiries in Evenfell or in materials found in the lair.

Overall it is a reasonable combat-heavy delve adventure, but with the potential to be something more with a bit of added thought from the DM.

Return to To Quell the Rising Storm page.

Reviewed: 5 July 2016