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The Standing Stone (3e)

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Watermarked PDF
$9.95
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Evil Lurks in the Forest

What terror stalks the villagers of Ossington? Who is the ghostly horseman haunting the road, stopping anyone from leaving? Why are the wild elves slaying villagers from afar with their deadly stone-tipped arrows? What lies buried in the old Great Barrow, and why is it stirring anew? What secret do the ancient standing stones surrounding the village hold, and can the heroes solve the mystery before a foul plot comes to fruition?

"The Standing Stone" is fourth in a series of stand-alone Dungeons & Dragons adventures for 7th-level D&D heroes. It presents a mystery for heroes to solve if they wish to save an isolated village from the dangers that threaten to overwhelm it.

To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Product History

"The Standing Stone," by John D. Rateliff, was the fourth adventure module published by Wizards of the Coast for 3rd editon Dungeons & Dragons. It follows The Speaker in Dreams in a loosely linked eight-adventure series. This adventure was hailed as a fun and flexible scenario; it's rare to encounter a module that manages to tie together mystery, role-playing, exploration, and exciting combat into one published adventure, but this one manages to pull it off.

Flexible Approach. "The Standing Stone" is designed with multiple paths to success, working both for a melee-oriented party or for a group that prefers diplomacy. While divination spells that are accessible by 7th character level can affect the adventure's flow, a sidebar discusses how such spells might work to provide information without thwarting the entire adventure.

The adventure's plot revolves around the PCs unraveling a mystery of a number of seemingly unrelated threats. As the heroes unravel the plot, they uncover hidden villains and discern secrets that their allies may prefer not be revealed. The adventure's trappings hearken back to traditional ghost stories: a small town, stone circles, a ghostly horsemen, vengeful outsiders and hidden secrets... all of these are reminiscent of classic folk tales, and help set a scene where the players may think they understand exactly what is happening. They're probably mistaken.

Don't Make Many Long-Term Plans. Encounter design in this adventure, and in fact in all of the modules within this adventure path, require the players to have good tactics and to think on their feet. There's a significant chance of death for an incautious or over-confident party.

Fourth of Eight.This 7th-level adventure is the fourth in the adventure path: 

  1. The Sunless Citadel
  2. The Forge of Fury
  3. The Speaker in Dreams
  4. The Standing Stone
  5. Heart of Nightfang Spire
  6. Deep Horizon
  7. Lord of the Iron Fortress
  8. Bastion of Broken Souls


About the Creators. John D. Rateliff, Ph.D., describes himself as "[p]robably the only Tolkien scholar to hail from Magnolia, Arkansas." In addition to his literary scholarship, he has worked for TSR and Wizards of the Coast, and his freelancing history is a "who's who" of the best companies in the industry.


About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

 
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Product Information
Silver seller
Author(s)
Pages
36
Edition
3.0
ISBN
0-7869-1838-1
Publisher Stock #
882320000
File Size:
2.42 MB
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File Last Updated:
January 30, 2013
This title was added to our catalog on January 22, 2013.
Publisher Info
Wizards of the Coast
Wizards of the Coast
Publisher Average Rating