This adventure tells the tale of the small port of Lochfell, which has been seeing some problems of late. The background describes, for the DM's benefit, what is actually going on: all the locals know is that people are vanishing, a few folks have reported seeing a monster, and they need some help to deal with it. Several hooks are provided to bring this matter to the party's attention.
However you get them there, the adventure begins when the party arrives in Lochfell. The town is buzzing with rumour, as not only is there a possible monster on the rampage, someone has started grave robbing as well. There are opportunities to ask around a bit, which should lead the party to the place most people seem to have been near when they disappeared. Going there will lead to a good brawl and a lair to explore... and that has a few surprises, including several exotic monsters and someone hatching a plot that even the original monster didn't know about!
The lair complexes are clearly mapped with good room descriptions showing you what's where. The main adversaries have detailed stat blocks - it will be worth your time getting fully conversant with their abilities to run them to best effect - they should be played to the full to provide intelligent and challenging opposition. It's a fairly standard delve, but enjoyable and providing a real sense of satisfaction once everything's cleaned out and set to rights. There's little in the way of follow-up adventures suggested, although one antagonist had friends who might lament his passing...
Return to Lochfell's Secret page.
Reviewed: 12 June 2016