Write a review Shelves: roleplaying This review has been hidden because it contains spoilers. To view it, click here. This adventure was created as part of the Living Greyhawk campaign, but it can be played as is with no modification, or with very small adjustments should you want to play it using different rules than 3rd edition rules. The premise of the adventure is that 20 years ago, in the hamlet of Tristor, a terrible incident happened.
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We die for The Watcher! Orcish barbarians harry the northern trade routes through the cold north of the Theocracy of the Pale, serving a mysterious lord known only as The Watcher. Plagued by a series of bizarre animal mutations, the terrorized folk of the village of Tristor turn to adventurers to help them where hunters, vigilantes, and soldiers could not. Someone, or some thing, is sending a message to Tristor, and all fear the inevitable - when the gruesome murderer claims its first human victim.
Politics Get Personal. Bounty hunters and vigilantes now make the town their home, hoping to make a few coins while solving the mystery of the animal mutilations. The adventure does a fine job of detailing all of Tristor, its environs, and the surrounding area. As the heroes accumulate clues, the site-based encounters provide a mounting sense of dread and threat. This is an adventure that has aged extremely well.
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The Fright at Tristor (Dungeons & Dragons 3rd Ed.)