
By Fabricio Garcia
Kobold King
OSE
Level 3
The adventurers will face an ancient mage trying to free his soul from it’s bindings in his tomb. The group has 10 sessions to reach the tomb, where they can stop the ritual or join Kaeloreth’s quest to rein the region again. In the tenth session, Kaeloreth completes his ritual and now possesses a new body. He send his undead thralls to slaughter 3 Sylvandur population, each death gives him more power. As sessions progress, the common enemy will start to change from wild life and monsters to Kaeloreth’s undead soldiers.
This 93 page adventure uses nine pages to present a small trial dungeon. Whatever the intent was is lost in its incomprehensibleness.
This is an EASL adventure, and while the EASL is thick in this, I don’t think that’s the main problem, so I’m going to ignore it.
I don’t really know what to say about this. It’s a mess. It’s trying to present a small region with the central focus being a dungeon/tomb with ye olde “ancient dude trying to return to the world.” He’s in a tomb that is a simple “challenge dungeon” with a number of rooms in which you face “challenges”; my least favorite type of dungeon. There’s a timeline, based around adventuring sessions, with the concept of escalating stakes introduced for each session the party takes to complete the adventure, rather than a strictly daily countdown.
I guess I should start with the format. Or, maybe, file type. It’s done in Obsidian, a markup tool. I downloaded the app and installed it, but still couldn’t get the files to open. It appears to have a rather steep learning curve. I THINK it’s just a system of hyperlinking. I think. There’s also a single column PDF that contains everything in the markup app, I think. But, even though I’m looking at the adventure in a non-optical manner (the PDF) I still don’t think that’s the issue.
It’s just … abstracted? I don’t really know what to say except “a mess”, but that would imply it’s not organized. But I think it IS organized. It’s just not supporting anything.
I THINK what is meant to be going on is that the party is charged with STOPPING THE EVIL and they end up in a small town. There they meet some NPCs and get mini-quests that forces them in to the region and then they get more information and find the tomb and stop the big bad.
The best example I can cite to relate the issue is the mini-quests. At the end of the adventure is a list of NPC’s. One of the NPC’s has this in their description ”His son is late to return home. He went to the forest at morning (This happens on the first session). He start searching for his son on the second day.” [sic] So, to put together the mini-quests you’re going to have to reference all of the NPC’s and what they want done and where they are. I don’t see how this is possible in gameplay, given their quantity. That means you’re going to have to essentially take so many notes that you would be rewriting the adventure. His kid, later in the NPC’s, has the description “Cerabino is lost inside the forest. He got distracted when he found Living Cave entrance. He can forage for berries and water but monsters can ambush and kill him. “ There’s no mention of the kid anywhere else, and certainly not in the living cave. So … you stick him in it? IE: you have to put together each of the mini-quests on your own. There IS no supporting information.
The living cave, proper, is procedurally generated. Roll a d12 and maybe get “6 Forgotten gear (CHA or attract the owner ghost) “ You gotta wander the cave till the DM rolls a a twelve so you can find the tomb entrance. And it changes every time, since it’s living and procedurally generated each time. This is tedium. And, again, not very well supported. One of the two central locations is essentially not described at all.
Challenge dungeons, the main tomb, are their own problem. You know the whole “door slams shit and figure out what you are supposed to do” thing. And there’s no map. Well, there is one, but it’s not keyed (maybe that is fixed with the markup file?) And then, the big bad has a 4HD fireball he tosses. At level 3?! WHat is that, 14/7 damage? Ouchies.
And the room description, what there are of them, are full of asides and backstory. “The manor don’t clean or fix itself inside this room. This was caused by a bad spell from Maliel – Corrupted Witch while she researched a way to preserve Nermanik – Human Mage’s body.” With victorian laundry lists of trivial contents and extensive room exists and the like.
The rooms and descriptions, the dungeon and towns, the quests, the entire plot … it’s all abstracted. There’s no real summary of how the thing is supposed to work together. There’s no real support for any aspect of it, except perhaps the main dungeon, and even that is written almost like it’s a generic/universal adventure. It has abandoned all conventional aspects of layout and organization, but not replaced it with anything better. It’s as if the designer had not seen a published adventure before and didn’t know to do, but didn’t have an idea anyway on how to organize it.
I’m open to this being an Obsidian issue, solved by it, but I don’t think so. The lack of a summary that makes sense, and the lack of support for the various areas just seems missing.
This is $2 at DriveThru. There is no preview.
A mini scenario is not 93 pages, and 10 sessions is a campaign. A randomly rolled dungeon harkens back to the original Dave Arneson’s Blackmoor campaign (and we don’t want to revisit rooms filled with 10d20 goblins and random magical statues). Challenge dungeons have a place, and I have written them, but it mostly works for about 3 rooms worth stringing together in a line instead of sprinkling them throughout a dungeon. Although the cliche of “door slams shit . . . (lol)” and face a monster/solve a puzzle before time runs out is the kind of thing a 13-year-old dreams up. I may have been age 12 when I first came up with a room where the doors shut and lock, all lights go out, and a secret door silently opens and a monster creeps out to attack (it was a mummy because they are cool, right?). In fact, this entire adventure sounds like it is a giant cliche. Was it done by AI with an EASL issue?