A silly adventure that makes little sense and is at least blessedly short.
Oubliette of Fort Iron begins with the party climbing into the anus of a giant monster, and doesn't improve thereafter. Nothing about this adventure makes much sense - it's a handful of quite disparate encounters thrown together without rhyme or reason.
For those playing the entire Season 2 of Adventurer's League, this adventure is especially disappointing. It's yet another voyage to solve Mulmaster's mining woes - after the vastly superior Mayhem in the Earthspur Mines - and ties into the overall plot of the season so poorly that the eventual inevitable appearance of an Earth Cultist feels shoehorned in. Adventure hooks originating in Mulmaster that ask the players to do favours for NPCs they've previously met don't line up with the actual content of the adventure, whereas the only "native" hook relies on the players being motivated solely by gold.
The fact it's a level 1 to 2 adventure means I should also note it's a terrible first adventure for new players. Two of the three "pillars of play" - social and exploration - are completely absent. It's a linear march through a series of unavoidable combat encounters and environmental puzzles. Don't run this for newbies, lest they never come back.
Is there anything good about it? Well, it comes with plenty of maps, and it's probably the only Adventurer's League module I've seen which can actually be played start-to-finish in two hours without any stress. So there's that.
I can't recommend it.
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