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The Standing Stone (Dungeons & Dragons)
 
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The Standing Stone (Dungeons & Dragons) [Paperback]

John D. Rateliff
3.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 32 pages
  • Publisher: Wizards of the Coast (23 April 2001)
  • Language English
  • ISBN-10: 0786918381
  • ISBN-13: 978-0786918386
  • Product Dimensions: 27.4 x 21.2 x 0.3 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 1,475,717 in Books (See Top 100 in Books)

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John D. Rateliff
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Customer Reviews

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Most Helpful Customer Reviews
10 of 21 people found the following review helpful
By A Customer
Format:Paperback
On review I read said "Deep in the forest, evil awaits. A ghostly horseman is terrorizing a small hamlet, and the player characters must stop him before he kills everyone. Players deal with supernatural horror as well as traditional monsters in this powerful adventure" ... Which all in all is correct but I has a nice few twist and turns . Not the best module we have every play but not the worst..... But like all module who can expand on so of the idea and take them over in to a totally different adventures...

Have fun .. we did.

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  8 reviews
62 of 65 people found the following review helpful
Review for a DM 3 April 2001
By Sunhi - Published on Amazon.com
Format:Paperback
"The Standing Stone" is interesting because it can be played differently depending on how well your players can role-play and how you want them to play. If you and your players like straightforward hack-n-slash adventures, that's easy enough to create. Just have the PCs save the village and reap the rewards of a job well done. However, if your PCs like to solve mysteries, this module can be so much more fulfilling to play and figure out. Trying to find out who the real villain is can lead to some great role-playing on the part of the DM and the players.

As with the previous adventure in the series (the horrible aforementioned "Speaker for Dreams"), "The Standing Stone" uses scenes rather than keyed locations to determine the action in the adventure. However, this adventure seems to use them much more successfully as something more than a flow in which dungeons to go to next. Here there is a real reason to have the scenes -- they move the adventure logically from event to event.

As with the first two adventures in the series, this one does a great job of highlighting third edition rules. It gives DMs a sidebar to help them determine what to do when their PCs have a lot of divination spells that might unravel the mystery for them. It gives DMs examples of how NPCs would use their skills to foil the PCs attempts to solve the mystery. It does a nice job with monster templates and introduces some interesting villains. A neat little quirk is that they've tried to tie in this adventure with the first two in the series through small features. (At one point, an NPC has a blade with the mark of the dwarven smith that the second adventure in the series focused on.)

I'd certainly recommend that any DMs disappointed after buying "Speaker for Dreams" consider buying this adventure even if they hadn't planned to. In fact, I'd recommend this adventure to either DMs who like role-playing or hack-n-slashing, which is really nice.

19 of 20 people found the following review helpful
Interesting story with some twists and turns 20 Feb 2002
By Donald E Fuller - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
Overall I found this adventure interesting. The plot is good, couple this with some twists and turns and it can really keep players going in circles and second guessing themselves.

One of the other reviewers has some good points regarding one of the plot points and the elves. Although the elves actions are understandable within the story given, running them along those lines could cause the PC's to never quite figure out what is really going on.

I question the level rating of this adventure. It is rated for a group of 4 7th level characters. There are 2 encounters that are extremely difficult if run as the adventure describes (one EL 12, another EL 13). My group of 6 10th level PC's had a hard time with the final battle. There was over 100 HP damage done to the mage and the party was almost out of spells. Nearly all the PC's had significant damage. If it wasn't for a counter spell, and a very lucky attack roll much of the party would have died. I'm not so sure a 7th level party would have survived this encounter.

Like I said above, overall I found this adventure fun to run, and most importantly the players had a good time. If you are looking to add some role playing to your game, this adventure provides ample opportunities.

11 of 11 people found the following review helpful
Surprisingly Good 27 Feb 2003
By Cincy Kid - Published on Amazon.com
Format:Paperback
A month after beginning the module, my group is still talking about it. My friends have stated that the mystery and role playing aspects in this module led to intense discussions regarding moral choices and decisions.

Unlike a dungeon crawl, this module is a bit more openended after the party eventually arrives to the village, and as the DM, it provided me with some opportunities to spur thought about exactly what the group was really accomplishing. Since my group never follows the delineated path anyhow, and muck around with things unforeseen by module creators, this was the type of storyline that allowed them to excel at their craft.

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