The Shrine of Kaliandra (Grutzi)
AD&D adventure for four to six PCs of levels 4th-6th
I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.
Well, well, well...I was wondering when we were going to see this entry. #28 on the list.
I've now had the chance to read/review a couple of Grutzi's adventures, and he does seem to have a particular style. Repeating themes appear to be: nefarious halfling con-men, some sort of money-making scheme involving infernal forces, and an inevitable comeuppance that leads to disaster right before the PCs enter the scene. Other stylistic repeats include third parties that also happen upon the place as well as an incurable inability to self-edit his burning need to cram as much as possible into the space allowed by the contest terms.
At least he kept in to 23 keyed locations. Likes to play close-to-the-edge.
He ALSO likes to play iffy with his level range. We'll get to that in a second.
This is a great concept for an adventure: yet another shrine that can be plopped down in any old hex that has something going on...in this case a hostile takeover by a demonic entity that has turned the whole place into a siege state with survivors locked in one section, monsters staking out another section (with occasional rovers), and one greedy-as-hell, just-can't-quite-when-he's-behind illusionist running around invisible with the idea of looting his erstwhile partner's vault before heading to the hills. That's fun, workable stuff.
And, yes, while it is nearly two dozen locations, and I have repeatedly said I feel that's TOO MANY for the scope of the contest, here it's...fine? It doesn't feel like all that many, because each batch of 4 or 6 or 9 or 3 encounter areas is its own section with its own "mini-theme" and everything tightly knit together. That's great stuff.
Now for the technical issues.
There's simply too much treasure for the given level range. Something this size, you're looking at 69-70K or thereabouts. Grutzi has included more than 130K in treasure. And that's including a damn spellbook which (if we're going with non-UA rules) should have ZERO value, not 6,000. Of course, if we DID use UA rules the spellbook in question would be valued at 40,000 (and probably has too many spells even to fit in a standard spellbook to boot).
Then there's the sword. No, sir, not good enough that we're including a +5 holy avenger in a side adventure designed for 4th-6th level characters (the party paladin might not even have his magic warhorse yet!)...no, we have to make this an UPGRADED avenger, worth 30K in sale value and featuring extra magic powers. Sure it points out that it has only two (2) added powers but one of these is:
b) When wielded by a paladin, it suppresses any demons' abilities of Teleport, Gate, Darkness and all spell-like abilities within 30 feet.
Um.
No.
And here's the main gripe: for all the 23 encounter areas (24 if you include the courtyard...still in the contest parameters though!) the total amount of danger is fairly limited. Sure, there is a major demon of unique design (I have no issue with the way the author's statted the thing, save that it should include a MAGIC RESISTANCE RATING as ALL TRUE DEMONS POSSESS)...but that guy only becomes dangerous if released (by removing the holy avenger from its paralyzed chest). The other baddies?
- Four "pseudodemons" hiding in a shrine hall (AC 4, HD 4, two claw attacks for 1d8 damage, and no special abilities/defenses).
- Another "pseudodemon" watching from a guard post.
- Two more "pseudodemons" that might be encountered as a wandering monster.
- The mutated halfling "Boss" pseudodemon...about on par with a boosted owlbear but including a 1 hp/round regeneration kicker.
Meanwhile, the PCs still have a host of potential allies in the form of the barricaded survivors, including an F3 and his five F2 body guards, six 1st level monks (and another who can be rescued), plus the 6th level illusionist running around who'd be happy to help for the right price.
Hell, the players can even find a book explaining exactly how to permanently destroy the greater demon without pulling the sword from its chest, thus allowing them walk away with a campaign-wrecking artifact weapon, scot-free!
*sigh*
This is playable D&D, but it gives far too much reward for far too little risk. Grutzi REALLY likes to find ways to help players succeed and survive his adventures. He's a really nice guy that way. I'm not. Three stars (***) is all this one gets, but if you adjust the treasure and danger dials, this one could be a real banger.
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