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