The warning bells went off when I read the hook for The Secrets of Imaginary Friends, a Tier 1 CCC adventure for the D&D Adventurers League. It stated that the adventurers are hired as labourers. This was the only hook presented.
Oh boy. The stuff of exciting adventures this wasn’t. Look, there are plenty of perfectly fine hooks for adventures. They may not be inspired (hired as caravan guards!), but they make sense within the context of the D&D world, where adventurers are known as skilled warriors and wizards.
In what land does an adventurer have to stoop to working as a common labourer? It’s dull. It doesn’t inspire. And it makes a lot of assumptions about the characters and their current state of finances that an adventure shouldn’t be making. (Why don’t they find the nearest dungeon to get treasure?)
Half-baked is the phrase that comes to mind, and it’s something that I felt about most of the adventure.
It’s not as the adventure doesn’t have good ideas. It does – a lot of them. The plot revolves around a young boy who has an imaginary friend who turns out to not be so imaginary. He’s an agent of Tharizdun, the Chained God, and in addition to the adventurers, there are other forces of Good that oppose him. There’s the possibility of the players mistaking the forces of Good for the forces of Evil, although it seems unlikely that this will happen given the ability checks involved.
The trouble is that all of the ideas don’t come together well. There’s a town where you make deliveries and interact with the townsfolk, which may give you clues about what’s going on, but the links aren’t strong, and it all doesn’t add up to much. The merchant you travel with tells you a fantastic tale of local mythology – which has no relevance to the adventure.
There’s a fallen meteorite and an attack from Chaos Grues. Fantastic! But the text about the meteorite could have been a lot more evocative. Where was the flash and sound of it striking the earth, as surely the players should be aware of it?
The worst sin of the adventure is that it fails to explain the plot in the introduction. The skulk serves Tharizdun? I had to infer that from clues in the text – it isn’t properly stated anywhere.
This may have been clear in the designer’s mind, but it isn’t in the text.
You can make something of the adventure – it’s not terrible – but I was using my knowledge of Tharizdun and the history of D&D to bring it all together. Most DMs don’t have that background. An underwhelming adventure – not recommended.
Hey there!
Thanks for all your comments and this great site you manage! 🙂
I have one question (I was thinking of emailing you, but thought that it’ll be better to post it as a comment).
Can you recommend me an easy one-shot (or campaign begin with a more-or-less ending) for a newbie DM?
I had on mind to master a one shot adventure (3 or 4 levels 1) for my first time in 5e (I mastered 4 or 5 times several years ago on 3e), but there’s a lot of adventures and I don’t know which ones will be the easiest/better to play.
I would appreciate to have texts to read and/or pregenerated PCs, but I preffer a good adventure without any of those.
Thanks for your great work and all your help!
Khentar
Honestly, I’m not sure any more what the best level 1 adventures are out there! Most of my one-shot play has been part of the D&D Adventurers League, where “The Black Road” and “Dues for the Dead” are two better options. As a selection of one-shots, “Sly Flourish’s Fantastic Adventures” is brilliant, and my own “The Witch of Underwillow” (available on the DMs Guild) has been played by many newer DMs to good results. For a short campaign, the D&D Starter Set is rightly judged to be one of the best introductions to the game as a DM.
I’ll take a look to all this options, thank you so much!! 🙂