RaisedFromTheDead wrote:Is this a playable module? I have a shrinked copy, so it is impossible for me to evaluate it. I read through Plague of Terror yesterday, and while the plot is OK, I didn't feel very inspired by it. If Gems is along the same lines, I'll just sell off the whole Companions series; if not, I'll probably crack the shrink (gasp!) and check it out.
RaisedFromTheDead wrote:I'll probably crack the shrink (gasp!) and check it out.
RalphPartha wrote:I can't remember Plague that much but Gems For Death is about a group of evil clerics and human sacrifice. The main object is for the adventurers to stop a sacrifice. There are temple and keep portions. Encounters include some undead as well as orcs and well detailed humans. Badmike is correct in his description of time lines and such. I thought this was great fun but difficult to GM. I can't remember what my group thought, they were more hack and slashers, but I ran all the modules so they must not have hated it or they would have rebelled. I loved the magic items and trap descriptions.
RaisedFromTheDead wrote:Thanks, guys! I think I'll just sell it and its companions (hee hee I made a funny!). I really don't know why Plague didn't strike my fancy; it is very well-written and VERY detailed. I'll try Places of Mystery and Alluring Alcoves as you suggested, Mike.
RaisedFromTheDead wrote:I think I may have figured out my problem with it. I prefer barebones plots, in order to acomodate players' tendencies. I rarely steer players into an adventure, and Plague has a basically inalterable timeline laid out.