Bring Him Back Alive!

Simon Collins

Explorer
Beware! This review contains major spoilers.

This is the tenth booster adventure by AEG. It is designed for four to eight characters of level 1-4. It costs $2.49.

Production and Presentation: This module is 16 pages but each page is only ½ the width of an A4 page. The front (soft)cover features poor colour artwork, the back cover features an introduction for the players to the adventure. There are two mediocre internal pieces of black & white artwork and the central pages contain a basic cross-section map of the mite’s lair, sufficient to run the adventure. The final page and the inside back cover contains OGL bumpf. The inside front cover contains advertising.

The Story: A merchant’s son is kidnapped by a group of small primitive people (Mites) created by a wizard long ago and now living under his ruined keep. They kidnapped the merchant’s son to replace their old king, who had died in a hunting accident. A magical amulet, the Mite-Maker, when placed around the neck of a non-Mite, transforms the victim into a Mite and makes them believe they were always a Mite and wouldn’t want to be anything else. The PCs must rescue the merchant’s son (now a Mite himself) from the Mites, preferably using roleplaying rather than force.

The High Points: I always appreciate an adventure where force is not the best answer. The random encounters presented on their journey to the ruined wizards tower include a potentially interesting encounter with some grigs.

The Low Points: The possible mystery of the merchant’s son having been turned into a mite himself is fully explained by an NPC before the PCs reach the ruined tower. I felt this was unnecessary for all but the dullest groups and would have been better portrayed as optional, though it may encourage combat-oriented players to think twice before slaughtering the Mites.

Conclusion: An Average adventure with the usual lack of NPC development but an interesting basic premise.
 

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The ancient ruins of a wizard¹s keep still watch over the main road, but wise travelers give them wide berth. No one has ever had a real reason to go up there ­ until now. While staying at a nearby inn, your night of revelry is interrupted by the merchant Marcaeus, who staggers into the inn bloody and beaten. The merchant's story reveals that he has been robbed of his most precious possession: his son. It¹s up to the heroes to track down the young man and bring him back alive.
For 4-8 characters of levels 1-4
 

First, a correction to the above "Official Review" - this is not the adventure with the grigs. It has several other low level encounters for along the way, however.

This is one of my favorite in this series of modules. I have used it several times now, with the same group of players. Altering a few events and the temperment of the mites is all that is necessary. After the last party was lost (or mostly so), the new adventurers are going to come up against something even worse - WEREMITES!
 

First, a correction to the above "Official Review" - this is not the adventure with the grigs. It has several other low level encounters for along the way, however.

This is one of my favorite in this series of modules. I have used it several times now, with the same group of players. Altering a few events and the temperment of the mites is all that is necessary. After the last party was lost (or mostly so), the new adventurers are going to come up against something even worse - WEREMITES!
 

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