The Ruins of Rackfall



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The Ruins of Rackfall

Author: Jarad Fennell
Publisher: Monkeygod Enterprises
Level: 4 7th level PCs
ISBN: 0-9708094-8-4
Pages: 36
Rating: 3 out of 10
Retail Price: $9.95

 

The Ruins of Rackfall is an adventure written for D&D version 3.0 by Monkeygod Enterprises. It is suitable for a party of 7th level characters. The basic premise of the adventure is that a woman named Alistene Krineweld has disappeared under obviously bad circumstances. The city she lived in is extremely xenophobic to anyone except humans, so her husband, being an elf, has been tried and convicted of her murder. Unfortunately for him, he’s innocent, though no one except his personal assistant believes him. The truth of the matter is that Alistene has been kidnapped by a barghest with a small army of goblins under his control. Upset over her husband’s constant infidelity, she has allowed herself to be seduced by the creature and has no desire to return home.

Should things go their way, the PCs should become involved and after a bit of investigation, be put on the trail of the real kidnapper, who currently resides in an ancient dwarven stronghold a week away from town in the mountains. After making it through the trials posed by their journey, they will have to sneak into the fortress without giving their presence away, locate Alistene and somehow convince her to sneak away with them to liberate her husband from the hangman’s noose.

This adventure was written for version 3.0, so will require some degree of work to update it to version 3.5. Unfortunately, an interested DM will also have his work cut out for him figuring out fixes for some of the bad mechanics the adventure includes. For example, at one point, the adventure calls for a “speak goblin language skill check, DC 12.” Additionally, there are areas of the adventure that show an ineptitude on the author’s part. There are places in the flavor text that tell the players how their PCs are supposed to feel and in one place, the PCs’ guide tells them he’s “never been this far upriver,” yet a few days further up the river, he’s able to lead them to their destination flawlessly.

I think the adventure might be worth the work for a DM that is confident enough with his knowledge of the rules to both update the adventure and correct the errors. For anyone that is looking for an easy, “plug and play” adventure, though, I’d suggest skipping The Ruins of Rackfall.