285:. He continued: "A more benevolent GM might want to defuse some of the harsher encounters before running the adventure. At one point, for instance, a character becomes permanently evil just for touching a harmless-looking staff; at another, the same thing happens just for trying on a helmet. The GM will also need to supply a fair amount of transitional information as it's often hard to tell exactly how the party is supposed to get from one location to the next. Better maps would have helped, and so would additional NPCs to guide adventurers who stray too far." Swan concluded his review by saying: "But these few rough spots are easily cleaned up with a little advance preparation. Overall,
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series, it's a qualify effort both in execution and premise. The quest for the seeds requires four separate steps to complete, and even though each step is fairly involved, smooth play is insured by thorough descriptions and instructions from the
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to obtain the seeds, claiming his father intended him to have them. The ruler Queen Enaj wants the characters to get the seeds for her because she believes that Mynor will use them for evil so she wants to destroy them.
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is an adventure in which two factions compete for a prize in the mining town of
Shallotville, a box of magical seeds purported to grant unbelievable power. The warrior Mynor Yelad wants the
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is a scenario for character levels 6-9 in which the adventurers must solve an ancient riddle to find some legendary golden seeds.
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is a nice blend of puzzle solving and swordplay, intense from beginning to end. Recommended for the courageous."
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No. 72. He stated that "Although the quest for the seeds is the heart of
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Heroic Worlds: A History and Guide to Role-Playing Games
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353:(January–February 1985). "Capsule Reviews".
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