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The Pit of Loch-Durnan A D20 System adventure from Mystic Eye Games Rating: (2 out of 5 hearts) by Jean-Michel |
Do not read this review if you intend to be a player in this adventure. The review is meant for GMs only as it gives away important details about the storyline.
"The Pit of Loch-Durnan" is a low-level adventure for a party of second to fourth level characters. The story starts like a typical "kill the goblins, save the village" mission. The characters are asked to descend into a mineshaft and clear it of a goblin infestation, permitting the village to resume its mining operations.
That is in fact a scam; the villagers are under the influence of a devil who is trapped in the dungeons under the mayor's manor and who feeds on suffering. Once the characters are in the shaft, the villagers cut them loose and leave them to die, hoping that their fights with the goblins will create enough misery to please their devil lord.
The goblins will eventually negotiate with the characters, as their leader
is also under the influence of the devil and their shaman believes the characters
could help resolve the situation. The mines connect to the underground room
where the devil is trapped. The ceiling of that room needs to be collapsed.
Eventually, the characters end up in the dungeons of the mayor's manor,
where they can free some prisoners. They will have to fight the mayor and
his guards, and eventually liberate the town of Loch-Durnan from the devil's
influence by removing its agents, the mayor and his brother.
The story develops a "horror" element as the characters discover the result of the mayors' experimentation with prisoners, torturing them and turning them into monsters.
Although this module is set in Mystic Eye's game setting called "The Hunt: Rise of Evil", it can easily be adapted to any campaign world. The references to the world setting are kept at a minimum. The story is rather good and this would be a very good module if the layout wasn't so badly flawed.
New Rules: Three new magic items and three new monsters.
Weaknesses: The presentation of the encounter areas is reversed
halfway through the module, requiring the DM to use the book backwards.
Some of the maps contain errors, and there are discrepancies between the
descriptions of locations and the numbered keys. Some of the architecture
is senseless or simply impossible, especially with regards to the town buildings
visited later in the adventure.