THE CORE FAILURE
A flub that The Shattered Obelisk makes entirely within the context of itself is the campaign it promises, which is a race where the PCs need to grab as many of the Obelisk fragments as possible before the mind flayers do: The more fragments the PCs get, the weaker the mind flayers’ ritual and the greater the advantage the PCs’ will have in the final confrontation.
This is a campaign that The Shattered Obelisk just fundamentally fails to deliver.
First, the “race for the fragments” is a bad joke. There are seven fragments in total:
- Four of them are taken by the mind flayers before the PCs are even aware that they exist.
- Two of them are located at sites which have no mind flayer presence at all, and the “race” consists of mind flayer minions materializing offscreen, grabbing the fragment, and dematerializing with it if the PCs lose an unrelated combat encounter.
- The final fragment, located in Gibbet’s Crossing, actually does have a mind flayer onsite, but let’s talk about this mind flayer a little bit…
The mind flayer’s name is Qunbraxel. He’s been here for weeks or possibly months (the adventure is unclear), accompanied by his grimlock servants. Unfortunately, the only hallway to the room where the shard is located is blocked by a regenerating magic item: No matter how much his grimlock servants hit it, it just regenerates.
Qunbraxel’s only idea? Have the grimlocks hit it some more.
The activation word to bypass the magic item can be found by reading the thoughts of a creature in the next room. Or Qunbraxel could walk across the hall and find it written down.
Qunbraxel has 19 Intelligence.
Given the complete failure to execute on the fragment race, it’s perhaps unsurprising that the promised pay-off also lands with a dull, wet thud. There are three triggers:
- If the flayers got five pieces, then one of the flayers is standing 100 ft. closer to the entrance of their lair.
- If the flayers got four pieces, then a different flayer is also standing 40 ft. closer to the entrance of their lair.
- If the flayers got all seven pieces, then two additional flayers are present.
Note how incredibly pointless this is. Also, that none of it has anything to do with the obelisk or its capabilities. It’s just dissociated noise.
This is part of a finale which is, frankly, a dud. The PCs jump through a convoluted series of arbitrary and increasingly tedious hoops, only to arrive at a remarkably pedestrian fight against three (almost certainly not five) mind flayers in basically four empty rooms.
As if sensing that a satisfactory conclusion has eluded their grasp, the writers have the angry god the mind flayers worshiped send a conveniently weakened “sliver” of itself to fight the PCs in an almost equally featureless 60-foot-wide room (this one has a pool in it!) while failing to announce its identity (so the players will likely have no idea who they’re even fighting).
AMATEUR HOUR
Dumathoin, Dwarven God: Yo! Ironquill! A bunch of mind flayers are going to attack your temple in a few days and kill everybody!
Ironquill: Got it!
(several days later, Ironquill appears in the dwarven afterlife)
Dumathoin: Oh, no! What happened?
Ironquill: Well, you warned me about the mind flayer attack…
Dumathoin: Right.
Ironquill: So I did the only logical thing.
Dumathoin: You warned everybody the attack was coming.
Ironquill: I faked my own death.
Dumathoin: Uh… okay. But then you warned everybody the attack was coming, right?
Ironquill: Then I secretly snuck away to investigate the local mind flayer stronghold by myself so that I could learn their plan of attack and tell everyone about it.
Dumathoin: But you warned everybody before you left, right?
Ironquill: You won’t believe this, but I died!
Dumathoin: But you warned everybody before you left, right?
(hundreds of dead dwarves appear)
Dwarves: Yo! Dumathoin! A little warning about the mind flayers would have been nice!
I would like to find some kind of silver-lining at this point, but I’m afraid it just doesn’t exist.
Most of The Shattered Obelisk is built around dungeons. And these dungeons are filled with the most amateurish design mistakes:
- Multiple NPCs with no viable route to get where they’re located.
- A hydra in a crypt that’s been sealed for centuries. (What does it eat?)
- A barricade (Z7) that stops goblins from going to the lower level of the dungeon… but the dungeon key makes no sense if the goblins can’t/don’t go down there.
- Maps that don’t match the text, and vice versa. (For example, room keys like X8 that list doors that don’t exist.)
And then you get to the point where Wizards of the Coast forgets how to key a dungeon.
On page 98, midway through Zorzula’s Rest, the PCs enter a new level of the dungeon and… The map is no longer numbered. The description of the dungeon bizarrely shifts from keyed entries to rambling paragraphs describing various unnumbered rooms.
In Whither the Dungeon? I talked about the fact that the Dungeon Master’s Guide no longer teachers new DMs how to key or run dungeons. (It doesn’t even include an example of a keyed dungeon map.) And I talked about how this has had, for example, an impact on adventures published through the DMs Guild, with an increasing number featuring dungeons with no maps or maps with no key.
It’s a disturbing trend that bodes ill for the health of the hobby.
But seeing it in an official module published by Wizards of the Coast was truly a surreal moment.
And, unfortunately, one that is repeated later in the book.
This poor design is, of course, not limited to the dungeons. I’ve already talked about the NPCs with nigh-incoherent backstories and incomprehensible motivations. To this you can add innumerable continuity errors and timelines that contradict each other, to the point where the adventure can’t stand up to even the most casual thought without collapsing like a waterlogged house of cards.
There’s a poster map that you’re supposed to give to the players at the beginning of the campaign, but you can’t because it shows all the hidden locations they’re supposed to discover through play. Later, the players receive a handout with a different overland map showing the location of the three dungeons in which the obelisk shards are located, but the dungeons are actually in the Underdark and two of them are actually different levels of the same dungeon, despite being shown in different locations on the handout.
So none of that actually works.
Something else that doesn’t work is asking the PCs to succeed on an Intelligence (Arcana) check, and if they don’t, they’re losers and they don’t deserve to finish the adventure.
Another major problem the campaign repeatedly suffers from is including potentially cool lore, but utterly failing to give the PCs any way to learn about it. (Which is a particular pet peeve of mine.) For example, in the mind flayer citadel of Illithinoch, we read:
Illithinoch’s heavy stone doors lack handles or latches. When a creature looks directly at a door for more than a few seconds, it swings open and assails the creature opening it with a jarring mental pulse that sounds to the creature like clashing cymbals. The pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain… Once the characters open this door and trigger the jarring mental pulse, the infected elder brain in area X15 takes notice of their arrival.
That’s pretty cool, actually. Very creepy. So with the elder brain tracking their every move, what does it do with that knowledge?
Absolutely nothing. The players will never even know they were being tracked.
…
It just goes on and on and on.
Eventually you reach the last four pages of the book, where you’ll find a “Story Tracker.” This is a double-sided sheet, repeated twice, which is “intended to help you or your players keep track of the characters’ progress throughout this adventure’s story.”
First, it has spoilers on it, so I’m obviously not going to give this to my players.
Second, it’s designed to be photocopied, not ripped out of the book. So why do they include two identical copies?
Third, I cannot even begin to conceive how it’s supposed to be used. For example, the “Chapter 2: Trouble in Phandalin” section includes spaces for listing three “Side Quests,” with each having a single 4-inch-long line for taking “notes.” The term “side quest” was used in the original Lost Mine of Phandelver adventure, but was, as far as I can tell, removed from The Shattered Obelisk. Plus, there are more than three side quests in this chapter. And what “notes” am I supposed to take in such a ludicrously inadequate space?
It’s kind of the perfect ending to The Shattered Obelisk, though, because I’m completely baffled by why it was included, what the designer was thinking, and how it survived any kind of editorial review process.
CONCLUSION
Giving a final rating to Phandelver and Below: The Shattered Obelisk is actually a little tricky.
On the one hand, Lost Mine of Phandelver is a good adventure and although it’s been needlessly degraded here, this is nevertheless the only place where it can be found in print today.
On the other hand, literally everything original to The Shattered Obelisk is terrible. Someone asked me if it would be worth picking up as a resource for trying to make a better campaign, and my conclusion was that it would actually have negative value compared to just reading the basic pitch and designing your own campaign with the same concept.
Ultimately, I think The Shattered Obelisk is a travesty and I’m going to give it the grade that it deserves. But I will offer the caveat that if it’s the only way you can get access to Lost Mine of Phandelver, you might still want to consider it (if you can find it at a substantial discount).
Grade: F
Project Lead: Amanda Hamon
Writers: Richard Baker, Eytan Bernstein, Makenzie De Armas, Amanda Hamon, Ron Lundeen, Christopher Perkins
Publisher: Wizards of the Cost
Cost: $59.95
Page Count: 220
ADDITIONAL READING
Addendum: Unkeyed Dungeons
Remixing the Shattered Obelisk
Phandalin Region Map – Label Layers
Some changes they’ve made to the original version of Lost Mines of Phandelver are mildly baffling, like replacing the Owlbear in Cragmaw Castle with a Grell without also drawing a connection between this very-out-of-place Grell and the Illithid storyline for both the DM and PCs.
And then there are others, like removing Gundren’s map to the Lost Mine from King Grol’s quarters in Cragmaw Castle, that suggest bewildering levels of incompetence. I can’t think of any good reason to remove all of King Grol’s treasure (where the map was originally found), but especially so given that it included the very thing the PCs are expected to use to get to the mine.
That is very disappointing. As you’ve pointed out, the bones of a great adventure is there.
Is anyone out there looking to develop guides like the many created to fix the similar problems in the great potential that is Curse of Strahd?
I’m interested in seeing this recovered.
My hopes weren’t especially high, but I’m shocked that Chris Perkins let an unkeyed dungeon go out the door. Like, wth?
It’s really sad to see how far WotC has fallen since 2014. At this point I’ve stopped buying 5e books because they’re all full of junk like this. Maybe someday I’ll complete my collection, once 6e is out and people are unloading their old copies, but for now I’m just done.
I feel like I need to write out on the board 100 times:
“I will not pre-purchase any more adventures”
I probably also need to stop buying adventures at all until reading The Alexandrian’s review.
This is the first product I’ve exchanged money with WotC for in a few years, and I’m disappointed in myself that I caved.
On the one hand, I love the original LMoP adventure, and it’s great to have it in print. But on the other, the shattered obelisk is just so bad it hurts that I handed over money for it.
Still, the new artwork for LMoP is pretty cool!
Thanks for the review, Justin. I love your work. Looking forward to your book coming out end of year.
Have you ever read dungeons of drakkenheim? I’d love to get your opinion on it if you’re ever so inclined. Too many books, too little time!
Thanks again!
Incredibly unfortunate. There are so many pieces in the adventure that seem like they could be cool, I’m already thinking of slotting some of the locations into other adventures. I have a spelljammer campaign that started out running your Dragonheist remix and may visit some worlds where these locations are present. Some of the dungeon design is trash but the overall maps and art are beautiful and unique among the current published hardcovers.
Any thoughts of a remix on the horizon? With the core elements of the story and action fixed I think this could still be an amazing module.
Dayum, Alexander bringing the heat!
I knew this module was bad, but not *this* bad.
I knew they’d changed some things to LMoP, but not to the extent of outright altering the tone and theming of things.
Like… I can only imagine Gundren’s horses being alive is them trying to pre-load safety tools into the game. Same goes for Nezznar’s spiders.
Wouldn’t it make more sense to advise changes for those scenarios in some Session 0 section, sort of like how they instruct the DM to ask for consent on the Far Realm mutation? That way, the DM can learn how to alter this adventure or any adventure to make it safe for their group?
Having seen you pick apart so many of Wizards of the Coast’s campaigns over the years, I’m curious whether there are any that you wholeheartedly recommend. (Not counting anthologies and introductory adventures.) Do you have a top 5? Or even a top 3?
Thanks for the warning! Wow, I had no idea it was THAT bad.
Lalala
I’m surprised nobody mentioned that Amanda Hamon was the lead writer of the 1st book of 1st Pathfinder 2nd edition AP. The extremely railroady and nonsensical Hellknight Keep. Even though they had 2ish years to write it was a horrible mess and spoiled the AP (even though 2 of the other books were extremely good).
(Not to put that on her per se for some reason they didn’t really do anything until they had the final version of the rules so it was apparently written in a month or something. As if spending time on the story and the structure wasn’t worthwhile… monster stats are the easiest / least important part of adventure construction).
It’s kind of weird because she’s a beloved figure in the community has worked at all the major game companies, was on a bunch of actual plays, invented some iconic elements, etc. she’s reportedly a great DM, super fun, etc.
There was a very interesting video where James Jacobs interviewed her on YouTube. And they were walking through the adventure and she was talking through arriving at the Keep and she immediately went into how the PCs run into a big cut scene and have to immediately take action to save an important NPC. And Jacob’s kept trying to get in an aside that the keep was jaqay’d and you could approach it in different ways but she kind of bowled him over.
The whole adventure was replete with the worst kind of hamfisted railroading, inexplicable 4 mile tunnels from the villains lair to the bottom of the dungeon to support the railroad, flat NPCs with no character doing random stuff for the plot, etc.
I was left with the impression that she’s a “cut scene” DM. She comes to the table with some great cutscene idea and she pulls everything together on the fly in a way that her players love. So it works for her and the players have such a good time they never notice the “logical flaws”. But she doesn’t come in the box and she probably doesn’t “see” that she can’t transmit the structure she has in her head using this tool set.
Random psychologizing aside I think it’s interesting she was lead on both.
The Crypt of the Talhund was my biggest gripe in terms of the dungeons. Though I also hated the lies about the obelisk.
As a guy who has moved from D&D onto Pathfinder 2e but was a huge fan of LMoP, I thank you for saving me the time and money of buying and reading this to see if it would hold up to the original.
I just got back to being able to play D&D and I am DM of a group that I decided to do lost mines of phandelver. How fortuitous a new version gets released while we are just beginning this campaign! Unfortunately, I watched the hype material from WOTC and bought it in print and D&D beyond version. I have some disability so the electronic version is kind of necessary but I want to print for longevity. The whole thing doesn’t make sense.
Biggest problem I have for the story is the second set of goblins and within this tail there are three different goblin tribes to deal with if you include droop from the red band hideout. Why do the locals of Phandalin treat the sciat goblins as mischief makers or not a problem or not marauders to be killed on site? These people actively have problems with goblins that have been stealing shipments and transports going to their town. I plan on just changing them into KUA TOAs which have a background in madness and praising false gods or creating gods from their own thought on false gods.
A lot of it seems random and not thought out. My first question on the Hydra was the same or for that matter the giant snake in wave echo cave. I mean it’s all right that they are there and it would be an interesting encounter, but unless the scene is made up to have it make sense it doesn’t work. At least have other edible creatures around.
I’m going to go through with it by using the base bones but changing a heck of a lot and probably going to confuse myself.
Just in case anyone isn’t aware, the original version of Lost Mine of Phandelver is available for free on dndbeyond.com
Not as good as having it in print but still free. I recommended saving out a pdf version in case they ever take it off the site (which they almost certainly will eventually). It won’t be laid out as a useful booklet, but the content is there.
Thank you for this review. I really enjoyed LMoP, and agree with you it was a great intro adventure (and great adventure in general). My party liked it so much we have kept Phandalin as our base, so this seemed like a no-brainer to jump back in with many of the NPCs my players like. The first part of the Shattered Obelisk with the 4 shards in town seemed OK, I can work with this and add in a little more interesting stuff here, but then it was just a slog of boring dungeons with nothing interesting that I could even pull from to make my own adventures out of. You covered it well — just nonsensical, how would the PCs know this, why would they care, etc. And a lot of “you walk into this room and X attacks.” Wow, great adventure design, I definitely need a professional adventure book to think of such interesting encounters!
They should have merged Phandelin with the Dragons of Icespire Peak. It would have taken minimal work to blend the two. The combo could easily be big enough for a hardback. Then create a new adventure for D&D Essentials.