This adventure is easily in my Top 10 WORST Modules List. There is a joke that goes around the DDAL about how nothing is ever edited very well... I don't think this adventure saw an editor at all. The text is clunky and has numerous omissions of important information, the plot is paper-thin and barely exists, and there are a hundred redudancies that needed to be tightened up. Nothing makes sense, all of the encounters save for the final battle do anything to serve the story or advance the plot.
SPOILERS because I'm going to give you a complete breakdown of this trainwreck:
PART 1
Section A1 actually isn't that bad. It's the version you use if a majority of the table has played "A Day at the Races." However, there's little to no connection between this adventure and the previous one "A Day at the Races." There are numerous inconsistencies between the end of "A Day at the Races" and "A Walk in the Park." It almost feels like the two writers didn't share notes so that continuity between the two adventures could be established. I really don't like how Screaming Wind (Tabaxi NPC & Chult's Emerald Enclave contact) doesn't even mention Soggy Wren (Harper Contact in Chult) who is the person who had the Plot Framing DeviceTM - The Satchel & Poison - at the end of "A Day at the Races." There should at least be some sort of mention of a hand-off of the item to Screaming Wind or a reason why she has it instead of Soggy.
Also... why does Screaming Wind have a Tressym? A Sending Spell Scroll would have sufficed for the reason they need to send MowMow (yes, that is the name of a Tabaxi's Tressym I kid you not.) along with the players.... MowMow is not important and can kindly find their way out of the adventure. Thanks.
Section A2. This is the version you use if your players didn't participate in "A Day at the Races" and, honestly, where I started eyeballing my vodka bottle. YOU NEVER HAVE YOUR CONTACT RUN AWAY BEFORE GIVING IMPORTANING ADVENTURE-BEGINNING INFORMATION. NEVER. In the author's world it's okay for Screaming Wind, a leader in the Emerald Enclave and the point of contact to begin this entire adventure, to refuse to talk to non-EE player characters and effectively STOP THE INVESTIGATION FROM HAPPENING. Literally! There is written in the text a CHASE SCENE where Screaming Wind will actually RUN AWAY from the players if they can't make their Persuasion Check! Better make sure you have an Emerald Enclave player at your table! They then would have to chase her down and REPEAT THE PERSUASION CHECK. What... I...... Hold on kids, lemme get a drink....
Section B. If someone can explain a reason for the "Fisherlings" encounter other than just annoying the players and potentially triggering a SECOND Chase Sequence, I'd love to hear it. Otherwise, this encounter needs to be trashed or fleshed out to actually have a plot-related consequence. If it WAS more about keeping the players from investigating then I would be okay with it. Otherwise it feel more like NaNoWriMo wordcount padding. There is a mention that the Fisherlings will target the Plot Framing DeviceTM Satchel, which I think SHOULD have been the point - grab the satchel and run so that the drug smuggling ring stays hidden because "oops... there goes the evidence!" But no... nope. Nothing of the sort is mentioned in the text. Yes, there is an "Extra Encounter" included where if the Fisherlings get away then you might run into some thugs that'll extort you to get your property back, but no mention that it could turn into a "Destroy the Evidence" type of scenario which would have been muuuuch more interesting!
Then there is... THE SATCHEL SHOP. Apparantly, this is the MOST IMPORTANT THING IN THIS MODULE OMG. Hey kids, want a fun drinking game for this module? Drink every time you see the word Satchel. Guarateed Alcohol Poisoning or your money back! I feel like I know everything there is to know about Satchels after this aventure. Also... is Abwale Capaning part of the smuggling ring? It's never made clear, impled... but never made clear. It would be more interesting if he was and all of his dialogue (that DOESN'T deal with trying to sell you a Satchel!) seems to imply he knows more than he's letting on.... but there's nothing given to the DM. So... story-wise The Satchel Shop is a dead-end for the most part. No new information is learned because... guess what... THE SATCHEL ISN'T THE IMPORTANT PART! THE! POISION! IS! Which makes the other NPC you meet Wadumu the more important part of this scene and he's just sort of... dumped onto the players.
Also, this Module recieves the Ashley Shadowheart Award for Fastest Magic Item Awarding. Wadumu shows up and voluntells the players he'll be their guide into the jungle because he knows about the Plot Framing DeviceTM Poision (thankfully the Satchel leaves the story) and he also just throws this adventure's magic item at the players. Honestly, I feel like magic items should be presented as a special reward not just a random piece of candy to entice the players into going where they're supposed to go in the story.
Honestly? The best fix where would me to remove the Fisherlings and let the players get to The Satchel Shop, get all of The Satchel Shop BS over with, THEN have the Thugs show up (hired men by Abwale to rough the players up and steal the evidence) and use that as Wadumu's entry into the story where he helps the players fight the thugs off. Better flow and every encounter does something to serve the story.
PART 2
"In the Jungle, the Chultan Jungle the PCs Sleep Tooooniiiight." No, really, that's the extent of Part 2. Apparantly Wadumu's such a BAMF that he gets the players through the Jungle without issues... until a Rain Storm hits. There's some skill challenges here to avoid being swept away in a flash flood, but otherwise this part is all padding without substance. Wadumu escorts the adventurers to a safe place to sleep and tells them a bedtime story that's secretly the story of his Tragic PastTM. Then it just... ends and we go on to Part 3.
Seriously... I got nothing. This part was so pointless it doesn't need to exist. Get rid of it. Wrap Wadumu's Tragic PastTM story into his introduction and toss Part 2 out.
Part 3. We just... ENTER THE GUARDED VILLAGE WITHOUT ISSUE. No... no... make 'em sneak in! And if they can't sneak in, then they get taken directly to the Yuan-Ti Pureblood that's running the show. Then have the big final fight. Part 3 just reads like a muddied mess and makes no sense. Does Wadamu sell the adventueres as slaves to the Yuan-ti and that's how the get in? He does have a converstaion with some of the human guards of the village, but we're not told what he says or what his game is. All we learn is that he CLAIMS to have told the Humans the Adventurers were here to save them, but the adventurers will have to wait for nightfall... why? They're already inside the village... they're being given a tour by the guards... seriously Adventure! What does the Guard REALLY think they're there for? You don't tell us!
And once they do fight the Yuan-ti the adventure just... ends. Yes, you get a plot hook about a "lost city" where the Yuan-ti have set up their main base, thus setting up the third part of the Trilogy. But it just feels... meh. Especially since it is Wadumu who learns about this city through an argument with some fellow grung and then tells the players. It would be far better for them to have to interrogate the Yuan-ti or maybe be told about it from the human slaves in the village. This Adventure commits a Cardinal Sin by making an NPC more vital to the story than the actions of the players, one my top Unforgiveable Sins.
So... my final thought? I need more vodka to deal with this adventure.
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