Unending Tinkering

A PWYW adventure for OSE, noted as designed for kids.

The duke wants his grape soda, but the dwarf soda-alchemist who makes it isn't responding to messenger pigeons. The players go to his private island/lab to get him (or his recipe book) and find him kidnapped by goblins (poorly) pretending to be dwarves. Well it is for children so I guess some lighter themes might.. what's that? The goblins all try to kill you with knives you and have you crush their ribcages with your mace and have them die gasping and crying in the sand?

So the first thing is a bit of a pet peeve where people make something "for kids" in RPGs but don't go all the way, creating a weird mishmash of trying to be safe and then forgetting its a game full of violence they are statting it up in. If the kids are like 9 or 10 this is going to seem too babyish a theme, and if they are less than that all the murder might be a tad upsetting. Maybe kids mature slower these days, but that just shifts the dividing line up. It is still a contradiction in themes.

Puzzle wise it has a good bit of assembling cutesy ingredients to make the soda (which come on, just make them a regular alchemist with some non-cutesy potion recipes) and figuring out the right combo. There is an enchanted sentient door that requests a specific soda type to be helpful (such as opening and not magically repelling intruders), but if bribed will give all the info it has. The problem with its info is the door is colourblind. That is a good complication. The door knows some combinations, but unbeknownst to the door (or anyone ambulatory) two of the labels have been switched knives out style. A second good complication. The door does know there is a recipe book but it has some sort of decoder plate.

The goblins have found the book, but can't figure out its code (they don't know about the existence of the plate). They have also been shipwrecked here. Lots of possibilities for faction play there.... except they specifically turn to violence if discovered. This is easy enough to fix. I might also suggest replacing them with pirates and instead of pretending to be dwarves have them pretend to be regular sailors. That makes it much more clear there is room for negotiation while also adding at least a little doubt into if they are villains or not.

There is a set of random encounters for travelling about the island, but its a bit small for that to make sense. It only takes 2 turns to traverse the island. 3 of the 4 random encounters are just foreshadowing of basic information, so that is probably something that should be listed as freely available info if the party waits and observes for a turn or two.

There is a mound of rotting fruit the messenger pigeons are feeding on, having made them too fat to fly home. 1.) This isn't how messenger pigeons work, but I'll give a pass because this is exactly the sort of thing that is going to go off well with children on the pre-murder side.

2.) This allows you to read the mail from the duke and there is also a bit of treasure (a ring) on one of their legs that was sent as a bribe. This is a good interactive bit.

I am a little saddened by this because I can see the potential for this to be a kinda good side adventure but it needed a clarity of vision I am not picking up on with it.