In Amphibious Offerings, your party sets out to rescue a young noble that has mysteriously disappeared during the night. Following clues, you find a massive temple complex in the caves near the sea and encounter a civilization of banderhobbs with the young noble in their midst. If you can transform the noble back, you can take him home, but, if not, he'll remain stuck down there.
Amphibious Offerings seems to be a general overview of the adventure, complete with random encounters, items, offerings, and maps. The rooms of the temple are sketched out but not definite, as are the encounters and ways to find the young noble. Turning the noble back into his human self provides the most concrete information, and the creator, Megan, states that she deliberately wrote the adventure this way to allow DMs and players to customize the adventure. Overall, it works, but as a DM, I always appreciate just a little more guidance. If I'm picking up a game, I would rather not have to write down the narrative beats myself, so I did find myself becoming somewhat annoyed. However, I love tables, so, really, it all evened out.
Overall, Amphibious Offerings is a good side quest and offers a path into a subterranean world that you can use to make a larger campaign. Personally, I prefer to use it as a supplement to an adventure rather than the adventure proper, but it is definitely worth keeping in your back pocket for a fun, light one-shot.
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