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Quirin Adventure #1: Nrasra's Death
Publisher: GMC
by Shane O. [Featured Reviewer] Date Added: 06/21/2007 00:00:00

Quirin Adventure #1: Nrasra's Death is a short adventure for 10th-level characters from GMC. The zipped file is just under four megabytes in size, and contains PDFs of the adventure, and of a printer-friendly version. The main file is nineteen pages long, including a page each for the front and back covers, a page for the table of contents, and one for the OGL.

There's a fair amount of art in this product. The covers are both done with mild colors, and the table of contents has a tan background. The map for the GM is in color and is marked with encounter tags, whereas the player's version of the map is black and white and has no markings. Several black and white pictures are scattered throughout also. The printer-friendly version of the product eliminates the maps, covers, and illustrations, though the boxed text is still bluish-grey.

Nrasra's Death is about, naturally, the death of Nrasra. A cranky old sorcerer, Nrasra wanted to crossbreed magical creatures, and was trying to do so out in the woods when he died of old age. The bindings on his monsters wore off shortly after that, and now they're in the Woods of Amaran, terrorizing people crossing through and nearby. The nearest town wants someone to get rid of these monsters, and the PCs are just the ones to do it.

This adventure has everything you'd expect from GMC, with detailed notes on adapting each encounter for various PC levels, character hooks, information about what PCs might know about the Woods, as well as an appendix with a pair of new magic items, and full statistics for all of the creatures and NPCs (including Nrasra himself, though given that he died of natural causes he couldn't be brought back even if the PCs were inclined to do so).

Ultimately, Nrasra's Death is a springboard to further adventures. The slaying of the monsters, and even finding Nrasra's tower, are largely backdrops to meeting the ghost druid Drusil. From him, the PCs can get hints which lead to bigger adventures (not coincidentally, these are fleshed out more in further GMC products). While that works well to form a campaign, it somewhat hurts this product's ability to stand on its own. Remove that one key encounter, and your characters are essentially just killing things for profit. Still, it's easy enough to have that singular encounter lead wherever you need it to, so that isn't really a fault. Ultimately, Nrasra's Death makes a great jumping-off point for a higher-level campaign. <br><br> <b>LIKED</b>: This adventure seems simplistic, but serves very well as a starting point for a new campaign at the higher-levels. <br><br><b>DISLIKED</b>: Minus the single pertinent encounter, this is a pretty bare-bones adventure, with the PCs just being tasked to kill some dangerous monsters.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>

[4 of 5 Stars!]