
Nicolas Logue Contributor |

Hey all!
I thought this adventure ruled. Short, tight, sweet and very very freaky. I especially liked the attention to detail and the horrifying discoveries the PCs make as they explore the way station. The charred finger was sooooo gross and cool. I hope DUNGEON keeps upping the freaky factor and including shorts like this one that are bigger on story than they are on random melees. Great adventure!

Nicolas Logue Contributor |

Right on alacar, I hear ya. Pretty short. But I think it can be drawn out with some pretty slow moving an suspense packed storytelling. Especially if you make liberal use of the meenlocks' Rend Mind ability at the beginning, without the meenlocks really jumping out at them and blowing the suspense.
Dunno, maybe I am digging the short one shots lately cause I have been so darned busy. ;)

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I placed the waystation near the borders of Anauroch in my forgotten realms campaign set in the silver marches. I just changed the facts that the twisted king had angered a shade wizard(still alive and joined forces with Kaanyr Vhok) and that the wrathful eyes were ancient though still potent artifacts from Netheril.

Carl Meyer |

I just ran this last weekend (along with Obsidian Eye - on a a desert kick right now). It was great. I added a large earth elemental outside the way station as the characters I was running were a bit higher in level. The players and characters both got pretty freaked out by the meenlocks, especially after dealing with the elemental they were expecting big, straight forward bad guys. At one point the meenlocks managed to blind one PC and paralyze another, out of 3 PCs, leaving the last one to deal with the king and the last two meenlocks. It was close, but the group survived, and had a great time. One of the best sessions we have had.

Phil. L |

I just discovered this little old thread, and was quite chuffed when I read it. While I can't claim responsibility for the severed finger (I was more generic in my description of that area), I thought the adventure as a whole would be an interesting roleplaying experience. I'm just glad that a few people liked it!

Bram Blackfeather |

I thought this adventure ruled. Short, tight, sweet and very very freaky. I especially liked the attention to detail and the horrifying discoveries the PCs make as they explore the way station. The charred finger was sooooo gross and cool. I hope DUNGEON keeps upping the freaky factor and including shorts like this one that are bigger on story than they are on random melees. Great adventure!
I just ran one of my gaming groups through this one, since they were just about ready to level, and needed a smidge more experience - this short one was perfect.
It really played to some general strength & weakness combinations I'd not really thought about prior - the group is an Elf Cleric of Correlon, a Half-Elf Sorceror (soon to be a Force Missile Mage), a Human Rogue/Fighter (aiming for Dervish), and a Human Monk (who took the 'Vow of Poverty' from the 'Book of Exalted Deeds'). The Monk, who is normally a powerhouse in a fight (due to all those feats from 'Vow of Poverty' and so forth) really suffered - the squeezing around made him very inneffective, and his Wisdom damage and then blinding really didn't help matters. The savior of the event, oddly enough, was the Sorceror, who basically resorted to magic missiles to keep the group alive. Many of them. The wand of magic missiles he got from a previous adventure is now bone-dry.
Fantastic adventure - it really challenged them, and it was perfect after "Obsidian Eye," as a segue adventure back into non-desert lands...

Phil. L |

Sounds like it was a cool game session Bram (I thought about greataxe wielding powerhouses and the like when I created the meenlock tunnels).
Strangely enough, while I playtest most of the adventures I submit to DUNGEON, I never run through them as part of a campaign (well, my main campaign is an ice age campaign, so desert adventures are pretty rare).