Wizards of the Coast put out free monthly “Original Adventures”
to support D&D 3.5. This review covers the seventh of that
series, Eric Haddock's Lochfell's Secret, recommended for 15th-level
adventurers. Like the Original Adventures that I've reviewed so far,
this module only requires the core rules (PHB, DMG, and MM) and is
compatible with Pathfinder (using the Core Rules and Bestiary).
Lochfell's Secret also showcases some non-core WotC content,
providing the full mechanics but only short descriptions. The
missing details shouldn't substantially affect the enjoyment of the
adventure and it's actually a good opportunity for the DM to
improvise. The work is no longer available for free, but for $0.99 you can get a copy of Lochfell's Secret.
The module runs to 16 pages, and has a colour map for each level of
the dungeon. It's a little bit linear on the first floor, while the
second has extensive branches. There are no real map tricks, but
they're drawn to represent natural caverns and could be a little
difficult for the party mapper (if the PCs go in for that sort of
thing).
Haddock explains his scenario in the background but this is not a
deep story-driven adventure. Frankly, after Matters of Vengeance, I
was grateful to be reading a module that gets to the point.
Lochfell, a small port town, is menaced by a terrible sea monster and
has also been the victim of a spate of grave-robbing. The adventure
hooks are directed at the first problem and are not especially
elegant. To his credit, Haddock doesn't fudge the problem that a
small town cannot possibly provide a monetary reward worthy of a
15th-level party's time. I'm not sure why didn't make an appeal to
avarice just by adding a rumour that the sea monster guards a vast
treasure horde, as this story falls quite naturally out of the
background provided.
The module doesn't say that "Lochfell" is on the shore of a "loch". Maybe it's just a clever name. |
Lochfell's Secret gets going with a very heavy-handed encounter. The PCs are confronted with an hysterical young widow whose husband has just been devoured by
the sea monster. After at least a year of gaming, I doubt that this
will strike players as a fresh approach, but the encounter at least
serves its purpose as a starter's gun. After this, there's a
potential problem with the PCs actually locating the dungeon entrance
-while it's well within their ability to do so at this level, it's
possible to remove the incentives for searching. Again, a “vast
treasure horde” story would keep the party interested no matter how
things developed.
Haddock's real strength as a designer is in the dungeon itself. His
key has old-fashioned unrewarding random encounters that act as a
“clock” on the dungeon, some really bruising combat encounters -
the worst of which can be avoided through sound play - and a well
thought out environmental hazard. On that last point, during my
first read-through of Lochfell's Secret I thought that there was
missing information, but the sensible course of action is fairly
apparent when paying attention. Maybe Haddock should have
highlighted his intentions to the DM, but if run properly the
environmental hazard is a fair test of the party's common sense.
There are also a lot of “empty” rooms for exploration and mucking
around to draw the attention of wandering monsters.
The conditions given for “Ending the Adventure” are quite
reasonable but could actually involve a couple of trips into the
dungeon, depending on how the approach of the party. While there's
very little in the formal “Further Adventures” section of
Lochfell's Secret, I think that getting several sessions out of this
module would be fairly easy and quite rewarding.
My rating is 4/5. It's not an elegant story, but Lochfell's Secret has a solid
short dungeon with an adequate scenario. It could easily serve as
the springboard for a late campaign arc, or just as a side adventure
while the party is en-route to more important matters.
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