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Darkest Hearts
Author: Clinton R. Nixon
System: d20 Dungeons and Dragons
Category: Fantasy
Type: Scenario
This adventure is a short introductory adventure to the 3rd Edition Dungeons and Dragons game from Wizards of the Coast, although it can be adapted to any fantasy role-playing system. This can be set in any geographic location, although it is assumed to be in a small town or village. While no maps are provided, the only maps a DM may need to prepare are for one bar, and a small farm.
Views: (26074)
Comments: (29) Rating: 7.1
2000-08-08 00:48:52

[Add Comment]

posted by EternalKaldour on 2001-01-22 05:32:07
The adventure is agreat idea but it might be best for beginning players to have some 'normal' adventures before this. They will attack the gobbo's, because they don't have the experience with playing the game. If you have older players, go ahead. The downside off the whole thing is that everyone has to come from the same village! No background, nothing. That's also why this adventure should be played later. Anywayz the idea is fun, and if the PC's are lvl 2 by the time you play just add more monsters, like the zombies mentioned above. I would leave out the demon...let the PC's become lvl 5 at least before you start throwing with those things


posted by on 2000-08-09 09:04:17
nice plot, a little heavy on NPC levels. I would probably modify it, so that the goblin is allone (no tribe).


posted by Tharion on 2000-08-13 14:39:48
Besides from the standard goblins being 3 level monks, I find this little adventure humurous and a nice side trep adventure. But it is not a good one to introduce new players to the game and it has no real value as an adventure.


posted by grunch on 2000-08-17 15:14:52
interesting plot; a bit on the generous side with XP, and the goblins are on steroids. i can never accept a single goblin as being able to smack up the party so easily. a good twist on plot. mr. nixon has done a fairly good job, but i wouldn't use this with my own gaming group.


posted by SJ Herron on 2000-09-11 10:00:28
Not a bad game at all, thoughtful and story orientated. I'd leave out the goblin tribe as well, a single 'character class' Goblin sounds good though, and for some campaigns might make a good NPC for the group (a tolerate group is needed !) This would make for a nice single session game inbetween more harrowing dungeon crawls. I would certainly like to see more from Mr. Nixon.


posted by Posterboy on 2000-09-14 23:55:47
A fun, untraditional adventure. I played this one after running a few more stereotypical 1-2 level adventures and found it to be a very nice surprise. I'd definitely suggest using option B, as it provides a more challenging and interested game. I even threw in some zombie cows for additional fun.


posted by Seth on 2000-10-04 00:06:41
Zombie cows ! cool idea. I wish Id thought of that when I ran it. I ran this as the first adventure for my new third ed group. I had fun RPing Grit ( but I personally love RPing humanoids ). The players had fun, but I think they were disappointed that there wasnt that much treasure to be had. This adventure reminded me a lot of the side adventures in Fallout and Fallout 2 , which , seeing as I love the aforementioned games , is a glowing recommendation from me. Anyways , after befriending a goblin, the characters went through ' Citadel By The Sea ' , an old first ed module which can best be summed up as " KIll Orcs ! ". Im still getting the hang of DMing I think.


posted by Nobody on 2000-11-01 17:49:00
I love this adventure. Its a great start up campaign. The twist of the "monster" not being the actual monster appeals to me. Pluss its a great thing to see someone disign a D&D adventure that's more role-play than hack and slash.


posted by The Sigil on 2000-11-15 18:33:11
Excellent idea, horrific execution. Reminds greatly of the original Ravenloft - a party of good role-players will allow the adventure to proceed as written but most PCs will surmise that Kyla is being beaten way too quickly. Scores a couple points for good ideas: I love the idea of a goblin defender, and also like the idea that violence against women is wrong. But loses for a number of reasons: the adventure has superpowered characters and under-done XP awards for defeating them. I like the role-playing awards but this adventure is likely to implode before it gets started unless your players are very heavily into Role-playing (and not roll-playing). The goblin tribe is simply not all that believable (though the BAD MAN idea earns a couple of points). All in all, a great idea, but the author dropped the ball on execution.


posted by Stagg on 2000-11-16 04:26:59
I'll admit I like the concept of this story. It fits well into the "Blow the stereo type away setting", and I give it one point for that, but what I wasn't fond of was so much was dependent on the players "Not" being the central portion to the story. Sure you could of made them that way, but this presentation didn't commit to such a principle well. And actually, the major modification I will do with this concept for my campaign is simply He's an abusive Necromancer, and the goblins have nothing to do with it, and I would replace them with skeletons, zombies, etc. And have a underground area where the man conducts his dark rituals, out in the corn field. His wife had found out about it, and play off of it that way, and then add appropriate undead, with some being relatively tougher than the characters generally and will require some luck to beat. (Reality bites sometimes but makes for a better story...) And of course the necromancer should get away, and definately become a perpetual thorn in the side of the pc's for a good couple of years game time. But that's just my opinion, but thanks for the general inspiration...


posted by Tico on 2001-01-20 13:50:03
I liked it a lot. You canīt go wrong with goblin monks.


posted by el Pygmy on 2000-12-10 13:46:59

I find this adventure amusing and fun. It allows for good Role-playing while still satiating a bit of the roll-player in all of us. Grit is great and the bad man idea too. I used this to introduce some new players to third edition rules as recommended. It brought together a motley group of PCs and I developed a funny new campaign based off of the deceased cow and Richard. Before I rant about that though, I want to reiterate how fun this adventure is and how I think it's a good lesson for role-players to learn that sometimes patience and not acting immidiately is a virtue. :)

Now, I'll ramble about how I used it.

At the end Richard did turn out to be a necromancer. But let's talk a little about this cow. There's an amusing little tid bit that most don't know about our bovine victim. Tzaltos, a demon from the elemental plane of fire, had recently been banished to the plane where our adventurers are. Unfortuantely for Tzaltos, it was given a corporeal form and it didn't have much choice in the matter. Kess, the cow we were speaking of, was actually the corporeal incarnation of our friendly extra-planar fire demon, Tzaltos. Tzaltos found his first few attempts at using powers to be miserable failures seeing as how they all had some somatic and verbal components. Tzaltos' new verbal abilities ranged from Moo to Mooo and every time it lifted a leg it would fall over. So it was trapped in the form of a cow. When it was slaughtered by Richard, no deity laid claim to its soul and so it was trapped in a form of pergatory where all the souls of those Richard killed went. So far those souls consisted of Kess and ... that's it. (By the way, you've probably noticed at least a *few* inconcistencies in this story line. But it's meant to be silly. Just live with them)

Once the players confronted Richard he accidentally killed himself through a critical failure with one of his spells. This led to him being sent to his own pergatory, where he met Tzaltos. Tzaltos was now free to go back to the plane where he was once a cow but he still needed a corporeal form. Tzaltos decided to make Rich his new form. But Richard couldn't leave this stasis unless somebody did a few things first (in the real world). So, he pressured the players who killed him into doing it by inducing a nightmare while they were all asleep. It was a very neat sequence with blood, torture and whatnot. Now, Tzaltos takes Rich's form and goes back to the plane where the players are. Unfortunately for Tzaltos, Richard still has a vast control over his body.

The next thing you know, the players are being chased around by Richard/Tzaltos who now is Lvl 3 Necro / Lvl 9 Wizard and constantly gaining more power. :;shrug:: It's just a tad silly. But lots of fun.

el Pygmy



posted by Lars Frehse on 2001-01-05 14:12:17
I have to join the praising hymns for this piece. I like Grit, and I dig goblins who actually Kick-ass. Among the mentioned variants, I used the Zombie cow. And Grit became something like the Goblin-messaiah, searched for by the tribes of the north, because he is the one who can bring Goblin society to a fall.


posted by bonedog00 on 2000-12-20 13:25:38
Having not ran anything for about 4 years I enjoyed "Darkest Hearts". This adventure is not the typical D&D style and I find it refreshing. Mr. Nixon has bought storytelling into this module and was well thought out. The XP were a little high and I might have left the gobins out of the adventure, although Grit is amusing and I did run him. The cow was removed and I add a 1st priest(of Pelor) who the PC's found dead(killed by Richard). Overall its a winner and I look foward to Mr. Nixon's new efforts.


posted by DB on 2001-01-24 16:33:46
An average adventure overall. The PCs can find clues but can't really do much until the end, where the typicial 'big-fight' climax takes place(assuming Richard is a necromancer). The XP rewards for ROLEPLAYING(not roll-playing) are a plus in my book, however, on the bad side, the adventure is relatively short and the PCs who actually use their brains(yes I know how unlikely this is:) will not have too much trouble discovering the truth behind the adventure. It is not the best out there, but it certainly is not the worst. Nixon shows promise and I look forward to his future work.


posted by Tarrant on 2001-02-23 20:03:10
Excellent! I loved it. It is well written and flows nicely. I like the twist of having the goblins as the good guys. This should work well as a story-based adventure for new players who haven't been polluted with a hack'n'slash mentality...


posted by ghoul on 2001-07-19 02:25:06
OK. Not perfect, not bad - just OK (there's very few AD&D scenarios I'd not rate as "terrible").
Simplistic, a little bit naive, but way better than "go to dungeon, kill all orcs, get all gold, go to tavern".
Nice one to use for one-shot game in case you don't have anything prepared, and are not in mood for more serious scenario (most of my one-shots are warped horror or mystic stories).

--
ghoul


posted by Hans Neser on 2002-01-26 00:27:38
I enjoyed taking my players through this and used this as an introduction to the campaign. I had the characters gathering to meet a knight to go sort out some difficulties and this was a side trek whilst waiting for the knoght to arrive. Am using Richard as a necromancer and will be an ongoing pain to the party and have a coupl eof hook ideas for Grit and his group. Over all a great non-standard adventure that the players liked.


posted by Blib on 2002-08-02 11:54:19
Absolutely fantastic :)
I play with a gang in which this adventure would fit GREAT! Although they are level 3 it doesn't matter, I just pour on a few more goblins and Richard has practised more i the dark side :)

I absolutely loved it. It's worth the 10 I gave it :)


posted by Raven on 2002-05-25 10:24:19
Passable adventure, option B is the only way to go, and the levels are overkill for an intro to 3rd ed. Other than that, not bad.


posted by Mr. Gone on 2002-09-05 14:40:37
One on hand, I might as well copy and paste the praise everyone has given about the inventive use of the Goblin and all that. Bravo.
However, I do think that the issue of domestic violence was taken a little too lightly here. I'm not trying to wave any banners or anything, but coming from someone with a LOT of experience running WoD stories, which all but require the use of mature and often edgy themes, it's absolutely essential that issues like this be handled carefully and with the complexity involved in full view. I'm not saying that this adventure pokes fun at the issue, or even that the whole game should devolve into a weapy, tear-jerking group-therapy session. In my humble opinion, such issues should simply not be brought up in a game like dungeons and dragons. DnD can be used for some pretty hairy political plots and of course role-playing, but its theme and system simply lack the infrastructure to handle issues that might just hit a little too close to home for some players.
As a shorter, less preachy, I found the possible explorations of Grit's concept of love to be refreshingly complex.


posted by fasterfind on 2002-09-11 08:23:23
Well done. Fleshed out. Involves space for challenging and creative RP. Dynamic. It's all good :)


posted by angel-genius on 2002-10-30 16:33:50
It was a great adventure, my pcs were pretty shitty roleplayers and didnt figure out that he abused Kyla until to late. But, besides that, it was well thought out and very creative.


posted by Nikodemos called Stealth on 2003-07-15 16:35:20
I liked the idea behind the adventure and used it as the introductory adventure for my Thieves' World game. I modified it slightly because there are virtually no humanoids in the Thieves' World setting, I changed the goblins into Ilbarsi hill men. The party enjoyed the adventure, but thought that there should have been more xp, as they found the option A ending a little rough as there were only three PC's and a dog. All PC's were 1st level, unfortunately none of them were a fighter. They managed to complete each challenge positively, although I have run the adventure and enjoyed the PC's reactions, I am not keen on the Story Award system, as it seems hard to judge the amount of xp to give for the various goals.


posted by annakie on 2003-10-27 08:15:36
This was a nice little adventure. I incorporated it into my pbmb game extremely easily and let Richard get away, I'll probably use him as a recurring nemesis for awhile, and have also incorporated his character into the overall story arc of my game. I needed a short adventure to fill a gap while we waited for another character to join us and this worked perfectly. Nice job. :)


posted by Eric Wijnen on 2005-06-03 05:27:51
(Almost) All of the above. Great work.



posted by shitface on 2005-07-15 20:51:54
These adventures suck. you are such fucking idiots get over it. the site sucks big fat floppey donkey dick. you are a bunchof mother fucking nerdsfor fuck sakes. FUCK YOU!!!!!!!!!!!!!!!!!! VERY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!MUCH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


posted by shit faces killer on 2005-07-15 20:54:09
u horny people are smart to like this bitching game.if ya dont like it fuck off


posted by tyverius on 2007-05-16 23:35:43
While I don't think I would run this adventure quite as-written (it has a few holes and the NPCs are simply way too powerful for the beginning characters, ESPECIALLY if you go with option B (CR 6 1/2 against 1st level characters? No way in hell, my gaming group would NEVER let me live that down). On the other hand, it's still a clever idea and I like the idea of the 'goblin Lothario'. I can see possibilities for future adventures as well.




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