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The Apocalypse Stone (Advanced Dungeons & Dragons Adventure)

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Title: The Apocalypse Stone (Advanced Dungeons & Dragons Adventure)
by Jason Carl, Chris Pramas
ISBN: 0-7869-1614-1
Publisher: Wizards of the Coast
Pub. Date: March, 2000
Format: Paperback
Volumes: 1
List Price(USD): $16.95
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Average Customer Rating: 4.73 (11 reviews)

Customer Reviews

Rating: 4
Summary: Interesting module but not quite apocalyptic.
Comment: Warning, spoilers beneath:

I've recently gotten back into AD&D, and picked up this module because of the unique premise. End the world and make your players responsible for it! The problem with the module however is that the players have very little hint of what's coming. Yes, I understand that this is what makes the module such a shock and great RP experience, but as written the reason the apocalypse comes about is unknown to anybody but a select few. To me, this means that the players won't have a sudden realization of a prophecy coming true, or realizing what an old myth really means. Instead, they're tricked into destroying the world and have absolutely no way to realize what happened until the final revelation (yes, they do get hints as to what's happening, but not why until then). I feel it would be much more effective to start a campaign with the idea that the world could be ended with this adventure, and then give hints through mythology or prophecy that slowly lead up to it.

That said, this is one of the better written AD&D adventures I've run across. There's little in the way of dungeon crawls, and a lot in the way of role playing, epic confrontations and last minute attempts at redemption while a world collapses (the final battle kind of reminded me of the beginning of "Superman" when Krypton exploded.. only with an epic fight going on in an attempt to stop it. The encounters are truly fiendish and dark, with hints on how to make them even darker. Again however, this might be too jarring for players who've played a campaign up to this point in a more usual style. Also, some of the challenges the players face have very little way to know what the correct choice is, and if they choose wrong they have no chance to even attempt to save the world.

I find the concept of this adventure quite intriguing, and many of the ideas can be used, but I feel it will work better if this endpoint is considered a possibility in a campaign that's just beginning, rather than saying "Well, nothing left to do with these characters, time to end the world with a bang."

Rating: 5
Summary: How to End your Campaign World
Comment: 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 campaign world to be destoryed during an epic battle. This adventure is extensive in detail and interesting. It's one of the better high level adventures I have seen in the older TSR D&D line.

Rating: 5
Summary: Awesome
Comment: 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. This story reads like a movie, filled with secondary plot hooks and opportunities to insert earlier campaign elements flawlessly (these old nemeses that lie about)... It is very atmospheric and emotionally engaging, if you are into world-shaking events.

Although I seldom play d&d now, having switched to white wolf systems, I had this book recommended to me with the highest praise, so I bought it. It is one of my most prized posessions now too, and I am only looking for a chance to go back to a new fantasy trip into the end times.

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