Dweller in the Mist (Alex Edwards, AKA Sandbox Sorcerer)
AD&D adventure for PCs of levels 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.
Nice concept, tight theme, nifty maps, fun illustrations.We've got a kind of Skull Island, pulpy/Hollow Earth kind of vibe going on here with pirates devolved Atlanteans, and giants. Cool.
Now let's talk problems.
This is a REALLY BIG "adventure site." All told it has about 22 encounter areas, but the thing is on an island...this isn't something you just drop onto you campaign map. This is an adventure destination/location, not a random hex for players to stumble into (unless you're running a wandering-freebooter-crew style of campaign).
This adventure is TOO EASY. I mean, it depends on how many 6th+ level characters are in the group. Since the adventure doesn't say, I'll assume SEVEN PCs...this should be the average party size for an effective team. And for seven PCs of levels 6+? This should be a cakewalk.
A single giant ape (re-skinned hill giant) who is docile unless attacked, controlled by his pacifist L1 druid girlfriend. Atlantean cavemen who are used to the pirates and simply assume PCs are pirates (and, thus, are non-hostile). A mist dragon...the weakest 10HD dragon ever devised...that will "flee if pressed" and then "use his spells to affect an ambush." Cloudburst and a 3d4 damage breath weapon? Ooo...I'm so scared!
There's an ettin who works for the pirates (apparently for free as he has no treasure) that spends hours of time clearing rubble and restacking it whenever their ship needs to leave the cave. Meanwhile, a nearby octopus is an "old enemy" of the guy, that "lurks beneath the surface waiting to attack...should it become vulnerable." For example, if engaged in battle with the PCs. Seven 6th level PCs. They don't need the help.
Oo...FOUR wights. Wow. Except one uses a crossbow of speed, so it does d4+1 damage instead of level drain. And who cares anyway when a 6th level cleric can turn 1d12 wights on a d20 roll of 4+?
Friendly, talkative dryads (who already have a bunched of charmed dudes that will happily join the party if freed), treants (who are constrained in their movement in this adventure)...just not a lot of "danger" in this adventure. Sure there's a cave of carnivorous apes (who are "chaotic evil" for some reason...um, these are neutral animals), but they've been charmed by the dryads (how? charm person doesn't work on animals)...but they "only leave their cave to hunt;" that's not really a threat.
And yet the treasure in this thing...hoo boy! I'd be looking for 180K for a 6th level adventure of this size, but instead you get NEARLY TWICE THAT amount at 340K+. Plus you get a pirate ship to carry it off with! A pirate ship crewed by 0-level pirates that those 6th level fighters will get six attacks per round against.
Nah.
This is "playable" and has a nice idea, but the execution is bad. As far as adventure goes, this is pretty weak-sauce, unless your players are the types to go in, guns blazing and piss everyone off...but even so, there's enough distance between each encounter that getting gang-banged is probably not going to happen. I think even a small group of PCs (three or four) should eat this thing alive if played with any degree of acumen.
I can't quite knock this down to **, but I'm going to add a double minus to its *** grade.