5E Adventure Review: Citadel of Vlaakith

Citadel of Vlaakith is an adventure for level 1-4 characters. In it, the characters are sent to investigate a strange structure that has crashed in a nearby swamp; all reports indicate it came from another plane of existence. The characters are not the first to investigate: another party of adventurers were sent but did not return, and there is also a hobgoblin tribe in the area.

As the structure is actually a crashed githyanki ship, there’s the potential for some interesting discoveries aboard, and in that, the adventure doesn’t disappoint.

I would categorise this primarily as an exploration adventure, with a good dose of combat and a small element of role-playing. I very much enjoyed the various psychic crystals and their effects; characters can attune to them with an action, then use subsequent actions to activate their effects. Some are trapped, some are in the possession of enemy forces, and some work-as-advertised.

The foes – which are primarily hobgoblins – are intelligently presented. Yes, they’ll normally end up just fighting the characters – although the encounters allow the possibility of deception – but these combats are enlivened by the situation and the special properties of the githyanki ship.

The adventure makes sense, it has surprises, and the characters have a quest to find the missing adventurers that keeps them engaged throughout.

If there’s a particular weakness, it’s that the background doesn’t explain the set-up of Glip Dak (and the hobgoblins that rule it and hire the adventurers) particularly well. This is of minor concern to the play of the adventure, but it made starting the adventure somewhat confusing, especially as I haven’t run the previous Glip Dak adventures. Why are the party working for hobgoblins? I didn’t find that quite clear.

Overall though, I found this a superior adventure, which should greatly entertain explorer-types, whilst also providing opportunities for other player-types to shine. Highly recommended!

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