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Review: Storm King’s Thunder

February 26th, 2022

SPOILERS FOR STORM KING’S THUNDER

Personally, I’m a sucker for the core concept of Storm King’s Thunder. A War Against the Giants campaign has been on my bucket list for many a year now, so the premise of giants beating the war drums is basically custom made for me.

The basic premise here is that Annam the All-Father, god of the giants, is upset that the giants did jack-all to stop Tiamat’s machinations during the Tyranny of Dragons campaign. So he dissolves the Ordning — the divinely decreed feudal(?) order which keeps giant society in order. This is a little vague in the book, but here’s how I think of it: Imagine that the divine right of kings was actually real; the legitimacy and authority of political leadership ultimately derives from the fact that a god said, “That guy is in charge.” And then one day the god shows up and says, “Not any more. None of y’all need to pay taxes.”

Pandemonium.

With the storm giants no longer king of the hill (giants), it’s a toss-up who’ll become the new King of the Giants. Ironically, this allows a draconic faction led by the blue wyrm Iymrith to infiltrate and decapitate the storm giant court, further destabilizing the situation. So now every giant is planning how to stomp their competitors, profit from the chaos, and/or prove that they should be the new king, and the conflict is boiling out across the Sword Coast and Savage Frontier.

Enter the PCs.

Storm King’s Thunder can then be broadly broken down into six phases:

Phase 1: The PCs deal with the aftermath of a cloud giant attack in the small village of Nightstone.

Phase 2: They follow a lead from Nightstone to one of three cities (Bryn Shander, Goldenfields, or Triboar), which is then attacked by giants while they’re there.

Phase 3: In the wake of the giant attack, they receive a plethora of plot hooks that will pull them towards various locations across the Sword Coast and Savage Frontier. This section of the campaign basically functions as a pointcrawl, with the PCs navigating the Forgotten Realms and running into additional plot hooks and mini-scenarios (most of which are themed to the giant troubles) as they travel.

(If you’re not familiar with a pointcrawl, the basic structure is a map of points connected by routes and keyed with content. PCs travel along the routes to get where they want to go, passing through points along the way and triggering the content keyed to those points. The pointcrawl in Storm King’s Thunder, although not referred to as such, is a pretty pure example of the form: The points are generally settlements on the map and the routes are literally the roads and trails connecting them.)

Phase 4: The PCs learn of the Eye of the All-Father, a powerful giant oracle. In exchange for recovering artifacts stolen by the Uthgardt barbarians, the oracle will tell the PCs that they need to travel to Maelstrom, the court of the storm giants.

Phase 5: The PCs raid one of five giant strongholds to retrieve a magical artifact they can use to teleport to Maelstrom.

Phase 6: The PCs journey to Maelstrom, forge an alliance with the storm giants, investigate the disappearance of Hekaton, the storm giant king, and (hopefully) rescue him. He then leads them to attack Iymrith’s lair.

The general “only the PCs can discover a hidden evil fomenting a war between giants and small folk” is clearly taking a thematic note from the classic GDQ series, but this is much more a conceptual riff than a Ravenloft-style reboot. It’s an ambitious campaign with epic stakes and a worldwide scope.

FRAGILITY

What my summary of Storm King’s Thunder plot hides, unfortunately, is that the transitions between the different phases of the campaign are incredibly awkward at best.

For example, let’s take a look at Phase 3. The basic idea here, as described briefly above, is that you rescue one of the cities in Phase 2 and receive a bunch of plot hooks that drive you to travel across the map. Here are what the hook lines look like for Bryn Shander (red), Goldenfields (yellow), and Triboar (blue):

Although drawn in straight lines (rather than along likely routes of travel), it should still be clear how following these leads will send the PCs crisscrossing the landscape. And, as they travel, they’ll be having encounters — from either scripted random encounters or keyed locations throughout the North — which will give them more leads to pursue. Pursuing those leads, of course, will lead to more encounters, which will result in more leads, which will… Well, you get the idea.

Eventually, in the course of these adventures, the PCs will discover the existence of the Eye of the All-Father and transition to Phase 4 of the campaign.

Unfortunately, there are some significant problems with this.

First, too many of the scenario hooks that transition the campaign from Phase 2 to Phase 3 are, for lack of a better word, boring. In Goldenfields, for example, they include:

  • Deliver a letter for me.
  • Come with me to visit my friend.
  • Deliver a message for me.
  • Deliver a letter for me.

I think of these as mail carrier hooks. There’s nothing inherently wrong with mail carrier hooks, but the structure of a mail carrier hook is so utterly devoid of purpose that it becomes crucial for the message itself to be of great import.

A good example of this in Storm King’s Thunder is the quest Darathra Shendrel gives in Triboar: Giants are invading! The Harpers must be warned!

That’s clearly meaningful. It matters. The PCs will feel important being asked to do that.

Unfortunately, most of the hooks in Storm King’s Thunder look like the one given by Narth Tezrin. “Hello! Heroes who just rescued this entire town! Could you deliver some horse harnesses for me?” This is almost demeaning. It’s clearly meaningless and there’s absolutely no reason why the PCs or the players would care about this.

The lackluster quality of these hooks is then exacerbated by the fact so many of them just… dead end.

For example, Darathra Shandrel tells the PCs to bring urgent word to the Harpers of the threat of the Giants! When the PCs arrive, the Harpers… just don’t seem to care that much. So that which seemed meaningful suddenly isn’t.

Others just trail off without any explanation. In Bryn Shander, Duvessa Shane asks the PCs to carry a message to a ship called the Dancing Wave in Waterdeep. When they arrive, the PCs discover that the ship is missing! Storm King’s Thunder then spends several hundred words detailing how the PCs can hire a ship to go looking for the Dancing Wave and then… that’s it. No explanation of what they might find if they go looking. No explanation of what actually happened to the Dancing Wave.

This actually happens a lot in the book. In Goldenfields, for example, the PCs are sent to look for a missing druid. They’re sent to talk to someone who might have seen him. That person says, “Nope. Haven’t seen him in awhile.”

And, once again, that’s it. No clue what happened to him. No suspicion on the part of the writers that the PCs might want to keep investigating.

The problem perpetuates on a macro-scale at the other end of Phase 3: None of the PCs’ expeditions actually go anywhere.

They go to places in the North and they point to other places. Along the way they run into giants doing various things. And, logically, this should all be taking you some place: Your new faction alliances should give you anti-giant operations to pursue. You should slowly be piecing together clues and your investigation into the giants should ultimately lead you to the Eye of the All-Father and the next phase of the campaign.

But it doesn’t.

What happens instead is that, at some completely arbitrary point unrelated to anything to the PCs are doing, the DM is supposed to trigger an encounter with Harshnag, a friendly giant, who says, “Hello! The DM has sent me with the next phase of the campaign! Would you like to know more?”

We’ve looked at Phase 3 here (coming and going), but unfortunately this type of fragility is endemic to the whole campaign:

  • Phase 1 ends with three mail carrier scenario hooks pointing to Bryn Shander, Goldenfields, and Triboar. But rather than giving the PCs the choice of which lead to pursue, the book instructs the GM to instead railroad them.
  • The Phase 4 into Phase 5 transition is designed to loop so that the PCs can get multiple leads from the Eye of the All-Father in case something goes wrong and they can’t get the magical artifact they need from the first giant fortress they raid… except the adventure bizarrely slots in a cutscene where the Eye of the All-Father gets blown up so the PCs can’t go back there.
  • Even starting the investigation in Phase 6 requires the PCs to get a clue from an NPC who is innately hostile to them. It then requires the PCs to reach several conclusions for which no clues are included at all, while the threadbare breadcrumb trail which does exist is peppered with gaping plot holes.

Perhaps strangest of all, the adventure doesn’t actually have an ending. The central goal of the campaign is “stop the giant attacks.” The rescue of Lord Hekaton and the death of Iymrith is presented — structurally, textually, and diegetically to the characters — as the way to achieve this.

But because Iymrith’s deception and Hekaton’s disappearance are not what broke the Ordning, there’s no logical reason to think that resolving either of those things will result in the Ordning being reformed and the crisis coming to an end. And, in fact, the book more or less concedes this in the “Adventure Conclusion” section on page 230.

CRASHING THE PARTY

Let’s back up and talk about Harshnag for a moment.

When he shows up and says, “Follow me to Phase 4!” this creates a giant-sized problem for Storm King’s Thunder.

Harshnag is a prototypical Realms NPC who is much, much cooler and much, much more powerful than the PCs and shows up to hog the spotlight.

Storm King’s Thunder at least briefly acknowledges the Harshnag Problem and attempts to solve possibly the least important part of it (combat balance) by having Harshnag literally patronize the PCs by pretending he’s not as powerful as he actually is (p. 120):

Harshnag tries not to dominate combat if it means making his smaller compatriots feel inferior. He doesn’t want to be seen as a showoff. He can reduce his combat effectiveness in the following ways:

• He makes one attack on his turn instead of two.

• He uses the Help action to aid a character’s next attack against a foe. […]

• He does nothing on his turn except taunt an enemy who might otherwise attack a character. Assume the effort is successful and the target switches it attention to Harshnag, unless the character insists on being the target of that threat.

I sure hope no one dies while you’re jerking off, Harshnag.

After that half-hearted effort, Storm King’s Thunder gets back down to the work of completely mishandling a powerful NPC ally. We can start with the railroad doors to the Eye of the All-Father that are needlessly designed so that only the NPC can effectively open them and then eventually culminate with an NPC-focused cutscene where the PCs are turned into mute bystanders while Harshnag solos Iymrith.

(The adventure is so insistent on this that it will literally KILL A PC rather than let them try to participate in the cutscene.)

For a detailed explanation of why this sort of thing is a terrible idea, check out How NOT to Frame a Scene. But the key thing is that, while having a much more powerful PC show up is not inherently bad, there are generally two maxims you want to follow:

  1. Make sure the game remains focused on the PCs.
  2. Use the NPC’s awesomeness as a way of establishing how awesome the PCs are.

Imagine Barack Obama shows up at your birthday party. In Scenario #1 he grabs a fistful of birthday cake, poses with people for selfies, and tells stories about the situation room when Osama Bin Laden was assassinated for the rest of the evening.

In Scenario #2, he comes over to you, throws an arm around your shoulder, and says, “This is a party I could not miss once I heard about <that cool thing you did last week>.”

Which Obama do you want at your birthday party?

Storm King’s Thunder struggles with this because Harshnag’s role in the campaign is not to hype the PCs up.

He’s here to tell them that everything they did in Phase 3 was a pointless dead end.

This is also a problem that the “ending” of the campaign has: After all of their epic adventures, the PCs are reduced to footsoldiers taking orders from an NPC.

DEUS EX AIRSHIP

With all that being said, I want to emphasize that the bones of Storm King’s Thunder are fundamentally really good, and there are quite a few clever things the designers do.

For example, at the end of Phase 1 as the PCs are leaving Nighstone, a cloud giant citadel that’s floating past spots them and flies down. It belongs to Zephyros, a cloud giant who is looking for the PCs because the DM… err, I mean STRANGE PLANAR ENTITIES have told him that he needs to give them a lift to the next part of the adventure.

This is a really cool moment.

Oddly, though, it’s not the only time this happens in the adventure. Later on, a random airship will swoop out of the air and declare that the DM… err, I mean A MYSTERIOUS DRAGON has sent it to give the PCs a lift.

So why does this happen?

The core of the campaign — Phase 3 — is spread across North Faerûn. Locations across this entire region are keyed so that the PCs can travel almost anywhere and (theoretically) encounter campaign relevant stuff. The trick, though, is that all of this material is:

  • Keyed to the specific range of levels the PCs will be in Phase 3.
  • Designed to funnel the PCs towards the Eye of the All-Father.

If they went overland from Nightstone to Bryn Shander at the end of Phase 1, for example, they’d encounter a bunch of stuff that (a) they’re not ready for and (b) assumes the continuity of the adventure is more advanced than it is.

So to avoid that problem, you have Zephyros show up to literally fly them over these locations. And later, after Phase 3, you give them an airship for the same reason.

If you were prepping a similar adventure for your home campaign, we could imagine keying material appropriate for Phase 2 for their journey and then, later, advancing or updating that key as their journeys continue. If the book had infinite space, we could similarly imagine stocking the entire pointcrawl multiple times with different material for each phase.

But since the book can’t be infinite in its size, this is a very clever structural trick to make it work.

GAZETTEER OF THE SAVAGE FRONTIER

Bryn Shander Map

Did you know that Storm King’s Thunder has a significantly more detailed write-up of Bryn Shander — the capital of Icewind Dale — than the one that appears in Icewind Dale: Rime of the Frostmaiden?

In fact, the hidden treasure of Storm King’s Thunder is that it contains an encyclopedic gazetteer of the Savage Frontier. Although there’s some overlap with the Sword Coast Adventurers Guide, Storm King’s Thunder’s location guide is almost identical in length to Sword Coast Adventurers Guide’s treatment of the Sword Coast. This makes Storm King’s Thunder an invaluable resource for any North-ranging Forgotten Realms campaign, whether you’re interested in an adventure about giants or not.

What’s great about the adventure tie-in, though, is that the gazetteer ends up studded with play-ready material. This is high-value stuff.

You can also flip this around. Because of how it’s structured, a good chunk of Storm King’s Thunder can basically be boiled down to a list of “terrible things that giants are doing.”

So if you’re running any campaign in the Forgotten Realms, you can use Storm King’s Thunder to supply what I refer to as Background Events — a second timeline of future events running in parallel with your PCs’ adventures. These are events that don’t directly affect the PCs, but which are nevertheless taking place and moving the campaign world forward.

In other words, you can take most of Storm King’s Thunder and just have it “running” in the background of your campaign: The world is large and there’s all this giant stuff that’s happening up north or one town over or whatever.

This sort of thing can add incredible depth to your campaign world. And, of course, if the PCs decide to follow up on nay of this… well, hey! You’ve got a whole campaign book you can launch into!

On a related note, Storm King’s Thunder also does something similar in reverse, by dropping in little references to other published D&D campaigns: The crisis is triggered by Tyranny of Dragons. There are elemental lords from Princes of the Apocalypse actively seeking alliances. And so forth.

None of these require your group to have owned, read, or played the other adventures. But if you DO, then these are great little pay-offs and they make the world feel HUGE.

THREE CITIES, THREE FIGHTS

Something else that Storm King’s Thunder does very well are the three big giant fights in Bryn Shander, Goldenfields, and Triboar.

You may have gotten the impression that these fights are generic or interchangeable because of the campaign’s structure, but each location is well-developed and each encounter is crafted with very specific strategic goals and tactics. Each is full of unique interest, framed as large-scale strategic conflicts spread out across an entire community, in which the PCs will need to make tough choices about where and how to engage the enemy.

There is one caveat here, though.

The book doesn’t want the PCs fighting alongside NPC guards. This is most likely a deliberate choice to simplify the DM’s cognitive load and is mostly fine, except they accomplish it primarily by handing out idiot balls.

In Goldenfields, for example, they’re just explicitly incompetent:

There are no guards in the abbey, just a handful of acolytes. One of them, Zi Liang has scolded Father Darovik many times for putting the defense of Goldenfields in the hands of incompetent military leaders, which has made her somewhat unpopular.

With a little extra effort, however, some careful DMing can mostly work around these problems. In Goldenfields, for example, it’s not too difficult to set up the Chekhov’s Gun of The Guards Are Terrible Here.

Similarly, in Bryn Shander, all the guards at whatever location the PCs choose to fight are supposed to immediately run away (while all the other guards in town stay and fight). This is a problem because it flattens the strategic choices available to the players. (Instead of being able to choose how and where to reinforce the NPCs, and then dealing with the consequences of those choices, the PCs have no choice except to go all-in on the completely undefended location.) But about 90% of the solution is to just ignore the direction to have the NPCs run away and instead playing to find out.

CONCLUSION

I like Storm King’s Thunder.

It has weaknesses, but these are well-balanced by its ambition. If you can successfully pull the campaign off, it’s studded with amazing set pieces and gives ample opportunities to become one of the most memorable experiences you’ll have at the gaming table.

But that IF should not be casually ignored.

I’ve spoken to a large number of players and DMs about their experiences with Storm King’s Thunder, and a disconcerting number of them have reported campaigns which floundered, frustrated, meandered their way into boredom, or crashed spectacularly.

And these are problems directly connected to the shortcomings in Storm King’s Thunder’s design.

The one I would consider probably most significant is the campaign’s subtle-but-persistent deprotagonization of the PCs. Whether that’s all-powerful GMPCs, demeaning scenario hooks, or too-frequent “nothing you’re doing actually matters” dead ends, the result is demoralizing to the players and debilitating to the health of any long-term campaign. Why keep doing things if your actions keep getting characterized as meaningless?

The fragility of the adventure shouldn’t be ignored, either. There are far too many places where Storm King’s Thunder is (a) on rails and (b) can easily go hurtling off those rails with catastrophic results.

So, in many ways, Storm King’s Thunder is a needlessly frustrating and complicated campaign for the DM to run. But if you’re willing to tackle the challenge and can successfully thread the needle, I believe you will find it to be a highly rewarding one.

Style: 4
Substance: 3

Authors: Jenna Helland, Adam Lee, Christopher Perkins, Richard Whitters
Publisher: Wizards of the Coast
Cost: $49.95
Page Count: 256

Storm King's Thunder - Wizards of the Coast

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FURTHER READING

Review: Brindlewood Bay

December 30th, 2021

Brindlewood Bay - Jason CordovaBrindlewood Bay is a storytelling game by Jason Cordova. The players take on the rolls of the Murder Mavens mystery book club in the titular town of Brindlewood Bay. The elderly women of the book club, who are huge fans of the Gold Crown Mysteries by Robin Masterson and starring the feisty super-sleuth Amanda Delacourt, somehow keep finding themselves tangled up with local murder mysteries in real life.

And there are a disturbing number of murders per capita in this sleepy little vacation town.

The reason there are so many murders here are the Midwives of the Fragrant Void, cultists who worship the “chthonic monstrosities that will usher in the End of All Things.”

That’s right. We’re mashing up Murder She Wrote with Lovecraft, along with a healthy dose of other mystery TV shows from the ‘70s and ‘80s (including Remington Steel, Magnum P.I., and even Knight Rider).

Brindlewood Bay sets things up with a fast, elegant character creation system that lets you quickly customize your Maven, sketch in their background, forge connections with the other PCs, and flesh out their personal version of the Murder Mavens. Then it wraps the game around a Powered By the Apocalypse-style resolution mechanic, performing evocative moves by rolling 2d6 + an ability modifier with three result tiers (miss, partial success, success). To this now familiar mix, it adds a couple mechanical wrinkles:

  • An advantage/disadvantage system tuned for the 2d6 mechanic; and
  • Crown moves, which allow you to override the results of a die roll by either playing out a flashback scene (developing and deepening your character) or advancing your character’s connection to the dark forces in Brindlewood Bay, moving them inexorably towards retirement.

The Crown moves, in particular, seem to work very well in play, with the former building organically on the sketchy foundation established during character creation and the latter relentlessly advancing the dark, long-term themes of the game.

Brindlewood Bay’s real claim to fame, however, is its approach to scenario design. It comes bundled with five one-sheet scenarios (and provides guidelines for creating your own), but these notably do not include the solution to the mystery. In fact, there is no solution until it is discovered (created) in play.

Instead, each scenario presents:

  • An initial scenario hook that presents the murder,
  • A cast of evocative suspects,
  • Several locations, and
  • A list of evocative clues.

Examples of these clues include:

  • An old reel of film showing a debauched Hollywood party.
  • A bloody rug.
  • A phone message delivered to the wrong number.
  • A fancy car, the brake lines cut.

And so forth. There’ll be something like two dozen of these clues for each scenario.

The idea is that the PCs will investigate, performing investigation moves that will result in the GM giving them clues from this list. Then, Rorschach-like, the Mavens will slowly begin figuring out what these clues mean.

So how do you know what the solution actually is?

This is actually mechanically determined. When the Mavens huddle up, compare notes, and come up with an explanation for what happened, they perform the Theorize move:

When the Mavens have an open, freewheeling discussion about the solution to a mystery based on the clues they have uncovered — and reach a concensus — roll [2d6] plus the number of Clues found … minus the mystery’s complexity.

On a 10+, it’s the correct solution. The Keeper will provide an opportunity to take down the culprit or otherwise save the day.

On a 7-9, it’s the correct solution, but the Keeper will either add an unwelcome complication to the solution itself, or present a complicated or dangerous opportunity to take down the culprit and save the day.

On a 6-, the solution is incorrect, and the Keeper reacts.

When it comes to roleplaying games, I’m generally pretty skeptical of the “have the solution be whatever the players think it should be” GMing method. I mention this for the sake of others who share this opinion, because within the specific structure of Brindlewood Bay as a storytelling game it works great.

One key thing here is that the players must know what’s going on here: That the clues have no inherent meaning, that they are assigning meaning creatively as players (not deductively as detectives), and that the truth value of their theory is mechanically determined. I’ve spoken to some GMs who tried to hide this structure from their players and their games imploded.

Which, based on my experience playing Brindlewood Bay, makes complete sense. The game is entirely built around you and the players collaborating together to create meaning out of a procedural content generator stocked with evocative content. (If you’re looking for an analogy, Brindlewood Bay turns the GM’s creative process when interpreting a random wandering encounter roll into the core gameplay.) If the players aren’t onboard with this (for whatever reason), it’s going to be grit in this game’s gears.

But if everyone is on the same page, then the results can be pretty memorable.

For example, in my playtest of the game the players created a really great theory for how the circumstances of the murder came to pass. Then, on a roll of 8 for their Theorize move, I twisted the revelation of who was actually responsible for the death itself in such a way that the Mavens all collectively agreed that they needed to cover up the crime. Simply fantastic storytelling and roleplaying.

There are a couple niggling things about the game that I think merit mention.

First, instead of having the first scenario of the game be the Maven’s first murder mystery, the game instead assumes they’ve been doing this for awhile. (Sort of as if you’re joining the story in the middle of the first season, or maybe even for the Season 2 premiere.) There are kind of two missed opportunities here, I think.

On the one hand, the story of that “first Maven mystery” seems pretty interesting and everyone at my table was surprised we weren’t going to play through it. On the other hand, having posited that the Mavens have already solved several mysteries together, the game doesn’t leverage that during character creation. (By contrast, for example, the Dresden Files Roleplaying Game from Evil Hat Productions assumes the PCs have prior stories in common, but builds specific steps into character creation in order to collaboratively establish those events and tie the characters together through them.)

Second, I struggled to some extent running Brindlewood Bay because the game’s structure requires that the clues be presented in a fairly vague fashion. (This is explicitly called out in the text several times, and is quite correct. Like the rest of the group, the GM doesn’t know what the true solution of the mystery is until the Theorize move mechanically determines it. So the GM has to be careful not to push a specific solution as they present the clues.) The difficulty, for me, is that I think clues are most interesting in their specificity. And, for similar reasons, both I and the players found it frustrating when their natural instincts as “detectives” was to investigate and analyze the clues they found for more information… except, of course, there is no additional information to be found.

The other problem I had as the GM is that the Rorschach test on which Brindlewood Bay is built fundamentally works. Which means, as the story plays out, that I, too, am evolving a personal belief in what happened. But, unlike the players, I have no mechanism by which to express that belief, except by pushing that theory through the clues and, as we’ve just discussed, breaking the game. It was frustrating to be part of a creative exercise designed to prompt these creative ideas, but to then be blocked from sharing them.

These are problems I’ll be reflecting on when I revisit Brindlewood Bay. Which is a trip I’ll definitely be taking, because the overall experience is utterly charming and greatly entertaining. I recommend that you book your own tickets at your earliest opportunity.

Style: 3
Substance: 4

Author: Jason Cordova
Publisher: The Gauntlet
Price: $10.00 (PDF)
Page Count: 40+

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Fang and Claw

Go to Part 1


The next two adventures  — Fang and Claw and Where Devils Fear to Tread – form the Red Hunt series and the conclusion of Season 9 of the Adventurers League.


Fang and ClawFANG AND CLAW (DDAL 09-19): The Red Hunt duology is about the PCs hunting down Commander Rotger’s corpse. Or possibly his soul? (The authors seem collectively a little confused about this.) In any case, this is essential, because the Bloody Hooves have absolutely no chain of command, so without Commander Rotger they are completely incapable of doing anything. (No wonder the Hellriders got utterly wrecked on the battlefield.)

The usual litany of senseless continuity errors aside, Fang and Claw gets off to a good start. The PCs are ambushed while receiving their mission briefing, and the encounter is given a unique flair because the bad guys can make the PCs’ allies’ heads explode. Will Doyle provides a random table of Exploding Head Effects (splatters of brain, shrapnel shards of skull, and so forth) to provide a memorable, cool, and totally gross experience.

Doyle continues to deliver the awesome when the interrupted mission briefing resumes and the PCs are told they need to stage a raid on a mobile, quadrupedal colossus built from the corpses of devils and demons slain during the Blood War and piloted by followers of Yeenoghu (who have intercepted the Commander’s corpse).

The interior of the colossus is a three-dimensional dungeon (which, blessedly, has a properly keyed map), studded with memorable locations chock full of devilish flavor as the PCs worm their way into the heart of the machine.

  • Grade: B+

Where Devils Fear to TreadWHERE DEVILS FEAR TO TREAD (DDAL 09-20): Fang and Claw ends with the PCs staring into a portal into the Abyss, through which Commander Rotger has been hurled. Leaping through it themselves, they arrive in the Death Dells, where Yeenoghu is now hunting Commander Rotger for sport.

(Commander Rotger, however, is a floating ball of light that is completely defenseless, so I’m a little unclear on what “sport” is to be had here.)

The structure in Where Devils Fear to Tread for hunting down Commander Rotger is rather well done:

  • There are multiple methods of potentially tracking Rotger, some being generally applicable and others being specific to the individual scenes along the way (which are triggered as random encounters).
  • If the PCs are following a good path, they get an Advancing encounter.
  • If they are not following a good path, they get a Delaying encounter.
  • The situation they encounter at the end of the trail depends on how many Advancing or Delaying encounters were done, dynamically responding to the PCs’ success (or failure).

The confrontation with Yeenoghu is weighty with purpose: With the Commander as unwitting bait, Yeenoghu has been lured into a confrontation on his home plane. If he’s destroyed here, the multiverse will shift. (It’s even possible for one of the PCs to end up as a new Demon Prince.)

The PCs then return to Avernus and discover that a huge battle has broken out around the colossus and its Abyssal portal. Using all of the allies and resources they’ve gained over the course of Season 9, they now have the power to turn the course of the Blood War.

This all adds up to a fairly satisfying finale, but there are two major Chekhov’s Guns left curiously unfired and a squandered opportunity:

  • In the last adventure, the PCs have the opportunity to learn how to control the quadrupedal colossus. As they stand on top of the colossus’ head and gaze out at the raging battle between demon and devil, it curiously never occurs to anyone that the PCs might just take control of the giant demon mecha.
  • I don’t understand why Season 9 framed itself as, “Save the Hellriders, save Elturel,” knowing that it was absolutely, positively not going to deliver on the “save Elturel” part of that equation (since that was reserved for the Descent Into Avernus campaign). As a result this final adventure just kind of goes… “Gee, I really don’t know why you did all of this.” Even Dara, who has ostensibly been on a holy mission this whole time, literally just shrugs her shoulders.
  • Where Devils Fear to Tread also struggles to explain WHY this battle is of such crucial importance in the balance of the Blood War. But the answer is right there just waiting for someone to pick it up and run with it: Zariel has disappeared, leaving Avernus’ forces disorganized and vulnerable to the sudden demonic assault.

Regardless, despite the overall disjointed and discordant mess which is the totality of Season 9, both halves of this final adventure do an admirable job of delivering a satisfying and momentous conclusion.

  • Grade: B-

REMIXING SEASON 9

As I just mentioned, Season 9 is inconsistent at the best of times. Large chunks of it are, sadly, utterly useless. So what are we to make of it? What can be salvaged from it?

I think the first step is to cut away the cancerous material and assess what’s left.

The first chunk of the season consists of the PCs leading a refugee caravan into Baldur’s Gate and then getting tangled up in a second-rate carbon copy of the Zarielite murder investigation from Descent Into Avernus. The refugee caravan scenario is passable, but the rest of this is (a) poorly conceived and (b) poorly executed. So my first suggestion is to cut it:

  • Escape From Elturgard (DDAL 09-01): The PCs help defend a refugee caravan from the ruins of Elturel to Baldur’s Gate. Twist this up so that the murder victim is a Hellrider, establishing that the Hellriders are being targeted At the end of the adventure, Dara, the leader of the caravan, reveals that she is actually the Chosen of Ilmater and has been approached by two celestials with a holy mission. She was impressed by the PCs’ deeds of heroism and asks them to accompany her.

At the beginning of the next scenario (picking up from that exact same moment), Fai Chen appears, kneels before Dara, and says, “Milady, I have awaited your coming and am in your service. What would you have me do?”

And then Dara says, “We must journey to Avernus to save the souls of those Hellriders wrongfully imprisoned there. Can you take us to a place of safety within the burning fires of Hell?”

And Fai Chen smiles and says, “I know just the place.”

This sets us up at Mahadi’s Wandering Emporium. You’ll want to cull the disparate references to the caravan and its denizens from across Descent Into Avernus and the Season 9 adventures to give yourself an authoritative reference. It might also be useful to:

  • Use a long-term party-planning or Tavern Time™ structure to bring the Emporium to life.
  • Develop a more coherent motivation for Mahadi’s interest in Dara, preferably with some sort of conclusion or, at least, intended endgame.

Now ensconced at the Emporium and running missions for Dara, let’s simply pull out the adventures that are worth keeping:

  • Faces of Fortune (DDAL 09-05): PCs arrive at Mahadi’s Emporium.
  • Infernal Insurgency (DDAL 09-06): PCs raid a munitions dump.
  • The Diabolical Dive (DDAL 09-07): PCs raid Plagueshield Point and get the Bloody Hooves’ battleplan.
  • Ruined Prospects (DDAL 09-09): PCs raid Weatherstone Keep to save a Hellrider.
  • The Breath of Life (DDAL 09-12): PCs perform a heist at a devil’s party to steal an angel’s skull.
  • The Swarmed Heist (DDAL 09-13): PCs invade a hellwasp nest to save another dead angel.

But now we run into a problem, because hypothetically all of this has been leading up to rescuing the Bloody Hooves, but those adventures are garbage.

What we can do is reach over to our copy of Descent Into Avernus and grab Haruman’s Hill and the Crypt of the Hellriders. To do this, we just swap a couple McGuffins:

  • In The Diabolical Dive, instead of retrieving nonsensical “battleplans,” what the PCs instead recover is information indicating that the souls of Hellriders taken during the Fall of Elturel and the subsequent murders in the refugee caravans and Baldur’s Gate are being taken to Haruman’s Hill.
  • In Ruined Prospects, the Hellrider in suspended animation is one who fled with Jander Sunstar during the Charge of the Hellriders, but later returned with an expedition who attempted to rescue their former companions. They discovered that those who remained loyal to Zariel until the end had their souls bound to the Crypt of the Hellriders and they attempted to rescue them, but ultimately failed.

Okay, so now the PCs know that the Hellrider souls they’ve come to save are at Haruman’s Hill and the Crypt of the Hellriders. What about the angels? Well, Dara needs those powerful allies to form a triad that can perform the ritual at both locations which will free the Hellriders.

(Throughout this section you could also have Dara uttering cryptic prophecies alluding to the ongoing events of Descent Into Avernus. For example: “The Tome of the Creed has been destroyed, clearing the path of salvation for these false-damned souls.”)

With all the pieces in place, the PCs mount raids on both the Hill and Crypt. The Hellriders are freed.

Honestly, this is probably a pretty solid campaign and you could easily have a big, satisfying conclusion right here.

But the last two scenarios in Season 9 are quite good. Is there some way we could incorporate them?

  • Fang and Claw (DDAL 09-19): The PCs infiltrate a demonic mecha to save the Commander of the Bloody Hooves.
  • Where Devils Fear to Tread (DDAL 09-20): The PCs pursue the Commander’s soul to the Abyss and then return, only to find themselves in the middle of a giant battle that will determine the future course of the Blood War.

Here’s my suggestion: While the PCs are mounting their raids on Haruman’s Hill and the Crypt of the Hellriders, a demonic strike team raids Mahadi’s Emporium and kidnaps Dara! Dara takes the role of the kidnapped Commander and the PCs have to go rescue her.

A few things:

  • Structure the mecha raid so that the spectral Hellriders the PCs just freed can help. For example, the Hellriders can engage the demonic outriders defending the mecha while the PCs sneak onboard.
  • Information onboard the mecha reveals why Dara was kidnapped: Demonic divinations have revealed that recent events in Avernus may soon leave the Stygian defenses vulnerable. To bolster their forces, the local demonic commanders have kidnapped Dara in order to offer her as a hunting sport to Yeenoghu in exchange for troops. Lots and lots of troops. (You might leave this mysterious for the moment and then later reveal that the “recent events” are the death and/or redemption of Zariel; or you might just spill the beans here.)
  • When the PCs get back with Dara and look out over the battlefield, have Dara say something like, “I thought our purpose was to save Elturel. But I see now that task belonged to others. We stand here upon the brink, and I see with divine clarity that we have gathered the strength to turn the demonic tide. If we are brave enough to use it.”

Finding opportunities to lace this concept – that without the eternal vigil of Hell’s fiends, the multiverse would be overrun by demonic hordes – into the rest of the adventure (Zarielite cultists prattling Asmodean ideology; devils discussing Blood War logistics at the party; additional strategy documents found at the munitions dump or Plagueshield Point; etc.) will help sell this ending.

And then the PCs lead the Second Charge of the Hellriders while piloting a demonic mecha.

Go to the Avernus Remix

Maddening Screams

Go to Part 1


The next three adventures – Maddening Screams, Honors Unforeseen, and In the Hand – form the Doors and Corners series.


Maddening ScreamsMADDENING SCREAMS (DDAL 09-15): “Meanwhile, Zariel’s forces have taken note of the repeated interference of the adventurers in her plans.”

I know I’m something of a broken record when it comes to the shoddy cross-continuity of these adventures, but I do invite you to briefly peruse the previous adventures and ask yourself, “What plans, exactly? And when have the PCs done anything to interfere with them?”

In any case, the main thrust of Maddening Screams is that the PCs have recovered the battleplans of the Bloody Hooves, a company of knights who rode with Zariel into Hell. These battleplans said that if the Bloody Hooves were forced to retreat, then they should retreat into a box canyon.

Which, to be blunt, would be literally the LAST place you could possibly want to retreat into.

Also, it turns out the canyon was haunted and all the knights were driven mad.

So the PCs head to the Canyon of Screams to track down the Bloody Hooves. The structure for this, broadly speaking, is mass illusionism: Make a bunch of choices, absolutely none of which matter because “all tunnels eventually lead to the Bloody Hooves.” Sneak past somebody? They find your tracks, catch up, and attack you. Pick a tunnel? Something totally random happens to you. Repeat until the DM arbitrarily declares that you’ve picked the right tunnel this time.

At the end of that arbitrary tunnel the PCs will find an elaborately locked door which (checks notes) opens when literally anyone touches it. Huh. Like putting an automatic door on a bank vault.

Beyond the door, they do the random tunnel thing again, but this time there’s a puzzle they have to solve to find the right path. (The puzzle is… not very good. At each intersection, there are four symbols written on the wall. What these symbols are is not specified, but one of them will match a sentence written on the wall. For example, at the intersection that says, “May your sword strike true,” you have to pick the tunnel labeled with the symbol of a sword.)

Open another automatic vault door and, at long last, you have reached… more random tunnels. Their navigational choices are, once again, completely irrelevant, with the DM instead rolling 2d4 to determine how many tunnels they have to say they’re walking down before reaching the next section of the adventure.

Despite the players passing through locked doors that haven’t been opened in centuries, the devils pursuing them are inexplicably always in the chambers ahead of them. This, of course, makes no sense, but by this point your brain has probably given up on rational thought in self-defense.

The adventure wraps up when the PCs discover that all the Hellriders have inexplicably turned into stone tablets (???) which Dara raises from the… dead? Sure, let’s say dead.

The Hellriders tell the PCs that this is a cliffhanger and the adventure continues in DDAL 09-16.

  • Grade: F

Honors UnforeseenHONORS UNFORESEEN (DDAL 09-16): Honors Unforseen opens with the “super security doors that open if literally anyone touches them” gimmick and then the PCs proceed further into the dungeon to save the clerics who had ridden with the Bloody Hooves.

A good portion of the problems these adventures have can be summed up as: Don’t design a dungeoncrawl without a map. The convolutions these authors are going through to design incredibly bad dungeons that de-protagonize the PCs is kind of nuts. (I’m straight up blaming the long-term decay caused by D&D no longer teaching people how to design or run dungeons, but seeing it in official adventures really emphasizes how bad it’s gotten.)

As another example of the disconnect between design and table experience, after passing through the world’s worst vault door, the PCs enter a 100 foot long passage:

A number of tiles are trapped with a symbol. There is no rhyme or reason to the symbols’ placement. For each 5 feet that a creature moves through the area, roll a d20. If the result is 15 or higher, they pass over a symbol, triggering it unless they’re a wood elf or Yalanue herself.

Ho-ho-holy shit! Notice that it’s not per 5 foot square; it’s per creature moving 5 feet. So if you’ve got a group of five PCs, go ahead and roll that d20 one hundred times, generating on average thirty random symbols. What an amazing experience that will be at the table!

This installment of Doors and Corners also emphasizes how absurd the entire premise is: The Bloody Hooves fled from battle, retreated into a box canyon, and then… engaged in major infrastructure projects? They even painted elaborate murals on the walls! We’re told this was all made possible by Horst Atheraice… who later turns out to be a 9th level spellcaster who definitely can’t have done all this through his magic.

  • Grade: F

In the HandIN THE HAND (DDAL 09-17): In the previous two adventures the PCs have rescued all the knights of the Bloody Hooves and then all the clerics of the Bloody Hooves. In this adventure, the PCs discover that there’s a third level to this dungeon (behind yet another automatic vault door) in which the Commander of the Bloody Hooves was entombed.

Horst Atheraice will tell the PCs:

The third level of the tombs is the most dangerous of all. The constructors wove trials into the tombs to ensure that only the most loyal and strong Bloody Hooves could reach the commander.

Oh! Great! Y’all built these defensive wards! What are they?

Past that, they can’t recall anything else about the defenses.

Wow! That’s incredibly convenient amnesia!

Well, that’s okay. You said that you built these defenses specifically so that Bloody Hooves could bypass them. So I guess y’all will be heading down there, then?

No? You’re all leaving and sending us instead? By ourselves?

Look, I understand that this is an Adventurers League scenario and it carries with it the expectation that the players will accept the Call to Action. But that’s precisely why you shouldn’t design the Call to Action so that it egregiously insults the players’ intelligence.

Thanks for helping us! We built these defenses so that only we could bypass them. / So you're going to help us through, right? / [sinister look] / You're going to help us through, right?

By the way, there’s also an absolutely stunning mechanic in these adventures: The PCs are frequently escorting Dara. If they fail to protect her and she dies, she instantly resurrects but she randomly loses one of her four divinely gifted powers. If she dies four times and loses all four powers, she also loses the ability to resurrect angels and Hellriders.

If Dara dies during an adventure, the players are given the You Let Dara Die story award which keeps track of how many times they let Dara die.

Now, you might notice that the entire premise of these adventures is that the PCs are taking Dara to the varied corpses of the Hellriders so that she can resurrect them.

Which means it’s quite possible for a player to play this scenario at a convention or gaming club and immediately discover that, due to the other members of the group, the scenario simply can’t be played. (Oddly, none of the adventures give any guidance on how the “Dara raises people from the dead” scenarios should play out if Dara loses the ability to raise people from the dead.)

Anyway, the PCs go down by themselves and discover that, in order to protect their Commander’s corpse, the Hellriders… killed a bunch of their fellow knights and turned them into undead puppets who will perform small interactive morality plays so that would-be tomb robbers can “prove” they have morals.

What the actual fuck?

There’s also an absolutely bizarre meta-puzzle which works like this:

  • After building an elaborate tomb, killing their fellow knights, and then turning them into undead to staff it, the Bloody Hooves installed text mosaics in every room providing the answer to the puzzle and/or interactive morality play in that room.
  • However, the devils have somehow gotten here ahead of the PCs again, and they’ve been smashing the mosaics in each room after using them to solve the puzzles.
  • So in the first room the PCs find the smashed remnants of the mosaic and what they do is:

Next to the door is a mosaic that has been shattered, with letter tiles littering the floor. Characters who collect the letter tiles can use them to puzzle out the challenges when they enter the Tomb of Trials.

It’s possible your brain broke while reading that, so let me just reiterate: The PCs take the unassigned letters from one random word scramble and then they use those to solve completely unrelated word scrambles.

I don’t even know if this puzzle can actually be solved, because they forgot to include the solution for it.

To be brutally honest, I gave up on In the Hand before finishing it. I skimmed ahead to determine that the adventure ends with the devils kidnapping Commander Rotger’s corpse.

  • Grade: F

Consequences of ChoiceCONSEQUENCES OF CHOICE (DDAL 09-18): Although not technically part of the Doors and Corners series, Consequences of Choice follows immediately on from the events of In the Hand. Rather than following the tunnel the devils dug to grab Commander Rotger’s corpse, Dara decides that the best place to find a lead to the corpse’s location is back at Mahadi’s Wandering Emporium.

Unfortunately, the Wandering Emporium has wandered off, so the PCs have to first track it down. To do this they have to make a DC 15 Wisdom (Perception) check… and I guess if they fail, they just can’t find the Emporium and the rest of the adventure doesn’t happen?

In any case, along the way the PCs discover that there’s a demon army which has crossed the Styx and is looking to attack the Emporium. Consequences of Choice is about the PCs helping Mahadi mount a defense.

This defense – and thus the adventure – is built entirely around a mechanical mini-game which, as far as I can tell, received zero playtesting and even less critical thinking.

The way it works is that the PCs have 150 minutes to create defenses which earn them Survival Points. If they can get 45 Survival Points all the named characters live; if they get fewer points than that, people start dying during the fight. They can earn points by:

  • Spending 150 minutes to build a siege engine = 5 points
  • Spending 20 minutes to make a trap/obstacle = 3 points
  • Casting a defensive spell = 2 points

You can immediately see the ludicrous lack of balance here. The DM is told to “reward creative thinking,” but this is completely unnecessary because the default group of five characters can just spend all their time making traps and generate 110+ points.

The system also includes adjustments for variant groups, but these are also laughably bad:

  • If the group has fewer than 5 characters, the required number of Survival Points is reduced to 40. But, as we’ve seen, each character can trivially generate 21+ points, which is absurdly out of sync with the 5 points adjustment being made to the target. (The adjustment is also applied in reverse – increasing the Survival Points to 50 if there are more than 5 characters.)
  • If the group’s APL is lower than 13, the points required are reduced by 3. If the APL is higher than 13, it’s increased by 3. (This is doesn’t make any sense at all because APL has no effect on the Survival Points generated by various activities.)

But that’s not all! The adventure includes two bonus objectives, each of which can generate 6 Survival Points.

But if the DM decides the group is going to do the bonus objectives, they only get 45 minutes (instead of 150 minutes) to make defensive preparations. In a standard five member group, this drops your group output from 110+ points to just 42 points… which means you fail and somebody dies. (In practice you can probably make that up by casting a couple defensive spells, assuming you have them prepared, but the point is that the system is so badly designed that it systemically discourages DMs and players from playing the full adventure.)

I can’t emphasize enough that this entire scenario is fundamentally built around this system, which I would not so much describe as “broken” as “criminally negligent.”

  • Grade: F

Go to the Avernus RemixGo to Part 6: Red Hunt

Go to Part 1


The eighth through eleventh adventures of Avernus Rising are a sequence of stand-alone, Tier 2 side quests with the PCs based out of Mahadi’s Emporium.


In the Garden of EvilIN THE GARDEN OF EVIL (DDAL 09-08): This adventure has an interesting premise – a knight of Zariel’s crusade and her unicorn mount fled the battle and were chased down by devil outriders who forced the unicorn to make an infernal pact in exchange of the life of her knight and companion – but it doesn’t hold together.

In the Garden of Evil takes place in a forest which is supposed to be a primeval remnant of the paradise that Avernus was before the Blood War tore it apart, but this concept doesn’t really go anywhere. The forest is primarily “explored” through a series of random encounters, which are mostly confusing in their execution. The adventure states that the Ride of the Hellriders took place long ago, but nevertheless repeatedly frames encounters as if it happened like three days ago. (For example, with devils still hanging around the corpse of a fleeing Hellrider they pursued and killed.)

Meanwhile, the pact at the center of the story makes no sense: The devil promised to save the knight’s life in exchange for the unicorn submitting to captivity, but it didn’t actually do that. It killed the knight and “hid” the body like three feet away from the unicorn where the unicorn can clearly see it. Nevertheless, the unicorn remains imprisoned as if the pact were still in force until the PCs helpfully show up and tell her that she could leave at any time.

Which she does.

  • Grade: D

Ruined ProspectsRUINED PROSPECTS (DDAL 09-09): Is it just me, or is the rigid formatting of Adventurers League scenarios actually pretty awful? You can see this really clearly, I think, when an author just wants to present a simple dungeoncrawl and the format forces them to contort it into a weird linear-ish narrative built around “Story Objectives.” But even scenarios that would ostensibly be suited to the milestone-obsessed AL formatting nevertheless seem to founder on the rocky shores of its bloated, repetitive presentation (which never seems to sequence the information in a coherent fashion).

But I digress.

Ruined Prospects is a pretty straightforward dungeoncrawl in which the PCs are attempting to reach yet another errant survivor of the Charge of the Hellriders who wandered away from the battle and is now held in stasis within Weatherstone Keep. It’s quite literally a 5 Room Dungeon, following the recipe fairly strictly, but to good effect before culminating in an entertaining boss rush.

  • Grade: C

Tipping the ScalesTIPPING THE SCALES (DDAL 09-10): The PCs learn that there is an adult silver dragon who has been playing a game of chess against an ice devil for the past 1,000 years in an effort to win back the soul of his lady love. The PCs journey to the deep Avernian pit where the chess game is being played to intervene and rescue both dragon and lady love.

My favorite bit in this adventure is the bearded devil Sadazah, who carries with him a lemure in a bowl. The lemure was a devil who displeased their master and was demoted, but Sadazah hopes that their master “will eventually promote his friend once more. They had plans together.” The adventure has a lot of really nice details like this.

Where the adventure falls down, unfortunately, is the execution of its central premise.

When the PCs show up at the 1,000 year old chess match, they attempt a DC 15 Wisdom (Perception) check. If they succeed, they realize the ice devil is cheating and can use this knowledge to force him into a wager for the souls of the dragon and his lady love. If they fail… I guess the PCs just shrug and go home?

Even the successful result on the check is kind of a head-scratcher, though: Despite the relative ease of a DC 15 check, we are told that the silver dragon – who, it should be noted, has a legendary action that specifically allows them to make Wisdom (Perception) checks – has simply never noticed (in a thousand years?!) that the devil is cheating!

I’ll note that, like In the Garden of Evil, Tipping the Scales involves trekking across a swamp to reach the devil lair. The swamp trek in In the Garden of Evil is significantly superior (in detail and structure), while the finale of this adventure is significantly more interesting (and its weaker bits relatively easy to salvage). You might considering breaking these down for parts and combining them into a single adventure using all the best bits.

  • Grade: D

Losing FaiLOSING FAI (DDAL 09-11): “Fai Chen has gone missing from Mahadi’s Traveling Emporium.”

To be honest, my first reaction to that premise is, “Good riddance.”

This is not, however, James Introcaso’s fault. In Losing Fai he’s crafted a decent little mystery in which the PCs are given three leads to pursue, each of which can lead them to Fai Chen’s kidnapper, albeit with varied consequences depending on which leads they choose to pursue and how they pursue them.

These consequences, coupled to the camp politics surrounding Fai Chen’s disappearance, provide a nice amount of texture to the scenario. Everything wraps up with an utterly creeptacular boss fight against Fai Chen’s kidnapper.

  • Grade: C+

The next three adventures – The Breath of Life, The Swarmed Heart, and The Vast Emptiness of Grace – form the Call for Aid series.


The Breath of LifeTHE BREATH OF LIFE (DDAL 09-12): In The Breath of Life, Dara informs the PCs that she has been given a divine vision of a dead angel’s skull that is being held by an archdevil and she needs the PCs to get it. Fortunately, the archdevil is holding a party and Mahadi has invitations, so the PCs just need to get themselves invited as Mahadi’s +1s and then perform an improvised heist once they’re inside.

Jared Fegan does a good job here, creating a multi-layered security system around the skull that the PCs can unravel if they pump the party guests for information. The party guests themselves are colorful, entertaining, and well-drawn.

I’m picky about party-based adventures and there are things I would certainly do to enhance this scenario if I were running it at my table. (Notably adding a main event line and some topics of conversation would go a long way. The latter, in particular, is a missed opportunity here, as the conversations could’ve been linked to other Avernus Rising adventures that the PCs might have been part of or will become part of in the next tier.) But what’s here on the page is good, and very ready to be built upon.

  • Grade: B-

The Swarmed HeartTHE SWARMED HEART (DDAL 09-13): In Bianca Bickford’s The Swarmed Heart, Mahadi’s Emporium is attacked by a swarm of hellwasps and the PCs have to figure out why.

The main event here is invading the hellwasp hive, which is distinguished by being the best-realized dungeon I’ve seen in Season 9 so far. It’s got some light xandering, three-dimensionality, a solid key, and support for multiple approaches.

The only blemish on this adventure is a weird interlude where the PCs have to protect a cleric for multiple rounds of combat while the cleric casts plane shift… a spell with a casting time of 1 action.

This is definitely a highlight of the season, and I’ll most likely be looking to incorporate it in some fashion into the Remix

  • Grade: B-

The Vast Emptiness of GraceTHE VAST EMPTINESS OF GRACE (DDAL 09-14): Over the past couple adventures, the PCs have brought a couple angel corpses back to Dara, who has used her mystic connection to Ilmater to return them to life. Both angels hear the tortured call of a third angel named Yuriall who calls out to them even across planar boundaries!

… so they definitely won’t be joining you in saving Yuriall. And, in fact, the only reason they’re bothering to send you to save Yuriall (who has been imprisoned and getting tortured for decades) is because they’re pretty sure he has an artifact that they need.

Celestials in this series are just the worst.

The thing I find almost overwhelming about this adventure is how broken its continuity is.

At a high level, the premise is that Descent Into Avernus is over and Elturel has been returned to the Material Plane… but the overarching plot of Season 9 nevertheless assumes that Zariel is still in charge of Avernus, which doesn’t seem to be the endorsed ending of Descent. The DM is told that they can choose to keep Elturel in Avernus if they want, but they’ll need to make a bunch of only semi-specified adjustments to the adventure. And then, later, the DM is instructed that they MUST do this (i.e., adapt the entire adventure on the fly) if the PCs are only playing Season 9… which makes sense, because the PCs are literally going to Elturel to retrieve an artifact that will help them get another resource in the next adventure which can help “turn the tide in the struggle to save Elturel.”

The whole thing is dizzying.

At the low level, there’s a constant stream of contradictions. One of my favorites is when a group of bandits is said to attack the PCs because they mistook them for undead, and then in the very next paragraph we’re told that they attacked the PCs so that they could murder them and steal their stuff. It also seems as if the PCs are assumed to know that the place they’re going is infested with vampires, even though, as far as I can tell, they have absolutely no way of knowing that. And so forth.

Other aspects of the adventure are inane. For example, there’s a locked door that requires the PCs to solve a puzzle to open it. The solution to the puzzle? Someone has conveniently nailed it to the door. Later, a system of random encounters is proposed in which the GM should check once each hour… for a dungeon with only six rooms that the PCs are virtually certain to clear out in less than an hour.

The Vast Emptiness of Grace, however, is not without its moments. For example, there’s a very atmospheric encounter with chain devils in a library where all the books are chained to the shelves. And the dungeon that the PCs are seeking (and eventually find) is a decent bit of horror, only somewhat sabotaged by poorly executed boxed text that is constantly telling the players what their characters are going to do.

  • Grade: D

Go to the Avernus RemixGo to Part 5: Doors and Corners

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