Thoughts on Quest for the Heartstone
First thought: Was this just written to sell D&D toys? *Spoilers Follow*
Mists of the Northern Marsh This section is the wilderness adventure to get you to the mountain. There is a road...which apparently houses all manner of creatures inimical to...life. How do all these creatures get set up right on the road? Why doesn't the road go around them? How come every time you see a bridge, you know trouble isn't far behind? You know what D&D needs? Roadwardens.
Tunnels of Death Now this is more like it! Tunnels, traps, and few monsters each with their own areas that wouldn't interact much with the other monsters. Only a couple DM fiat/screw you, players areas.
Frost Giants' Lair An interesting trek through the abode of 4 guardian frost giants.
Home of the Heartstone If the characters make it past all the deadly traps, they have quite a surprise at the end. Retrieving the stone is both easier and harder than imagined. I guess it is just unexpected, with quite a bit of designer fiat. Best of luck, brave souls!
Adding Henchmen and Hirelings
- Guide.
- Ferrier's Apprentice. Could also second as animal handler when not shoeing. (If all horses are lost [via griffons] the boy can insinuate his services are no longer needed as such...but he needs help to get home....)
- Cook's Apprentice. Would keep you fed, searches for herbs and mushrooms when riding.
- Manservant. Would help don and doff armor and keep it polished along the adventure.
- Hunter. Would keep the Cook busy, party well fed.