Tordek

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I'd just like to poke my head in here and agree with chriton227 and others who have voiced disappointment with this campaign. I started the AoW path with high hopes after reading "The Whispering Cairn", which I thought was a great adventure (with a very little bit of personalized tweaking). From there on however, I've been pretty disappointed. I think the plot hooks are pretty awful. someone else on here said something about going from town to town to interview scholars, which I think is dead-on. Pretty much every hook of the adventure path so far (and I just read "The Spire of Long Shadows") involves the PCs travling to talk with some new "expert" about the information they've gathered so far. This could be a little boring in the first place, but add to it the fact that, for the most part, they're not really discovering from these experts anything all that new or revelatory. Quoting from "Blackwall Keep" under concluding the adventure: "Marzena tells Allustan what she's heard about green worms in the Cairn Hills, but unfortunately her news offers little new information apart from confirmation that spawn of Kyuss are increasing in number throughout the Cairn Hills..." Granted, the PCs inadvertently discover more information (through speaking with Hishka or whatever), but the original point of them going came to nothing.

Then they run to the free city to talk to Eligos, an even bigger "expert". on pg. 33 of the magazine, 4 pieces of information are given. I'm not going to type them all out, but they are, basically: first, involvement of Kyuss who mastered undead; second, there are other, more powerful creatures associated with kyuss (other than the spawn); third, that the cult of kyuss is growing; fourth, brief information about the age of wurms. The PCs are potentially privy to ALL of this information in one form or another (most, if not all of it, was discovered by interviewing Filge and reading the handouts from TFoE, and/or by having Allustan research it). There are very minor new ideas added, but nothing justifying having an entire adventure built around trying to find them out.

Then they run to Manzorian, who actually does give them some pertinent information (relevant artifacts and specifics about Kyuss for example), but it's still mostly just a more concise reiteration of everything else they've already learned. By 13th/14th level, they're still really just following up on the same basic information that they found in the middle of the first episode at 2nd level.

Again, I reckognize that through these visits, they're directed to other information and quests, but the visits themselves act as bad plot hooks and PC motivation because they're an utterly transparent tool to move the characters along. The flow and the PCs' motivations should be much more natural feeling than that. I also reckognize that I, as the DM, can tweak these plot hooks, and I have. But I run pre-made adventures so I don't have to spend a lot of time messing around with that stuff, so I think it's a legitimate criticism of the adventure.

I know a lot of people don't care about this stuff as much and are thouroughly enjoying AoW. That's totally fine and I'm not trying to jump all over Dungeon. I'm just voicing my opinion. To me, good plot hooks and PC motivations are essential to a good scenario, and I don't think much time was spent creating a good flow between episodes for this adventure path.


I'd like to know because my local game store has about 10 Kenku single minis in their $.75 bin.

ASEO out

Do you ever use ebay? You can buy "kenku sneak" miniatures from the d+d miniatures deathknell set for really cheap (even with the shipping). I'm a power seller on there (it's what I do for a living) and sell a lot of d+d miniatures, so I know there are a lot of good deals (I sell 8 kenku sneaks at a time, and they usually don't receive more than a bid or two and end with a final price of 1.50 or 2.00 + a few dollars shipping). just a thought. 0ua9 dfd, da brap


hey, I agree completely. I thought that trap was the single worst part of what is otherwise a really cool module. I simply removed it all together. to compensate for the EL loss, you can either add a different trap somewhere else, add in an extra encounter, or bolster an existing encounter. actually, I did none of these because I think the module is a bit hard for a 1st level party to begin with (see other message in boards: "Whispering Cairn Overpowered), so leaving out a trap here and there doesn't hurt the overall balance.


hi, I posted something about this somewhere else on the site but I figured (since I finally found this thread again) that I might as well ask directly as well. is there any way you could run down just some basics about the bronzewood lodge, just so I'm not going in totally blind? I'm going to start running the adventure soon, and one of my players is a druid. please let me know if this is possible. thanks, Hugh


hi, I saw a message thread on here yesterday (monday the 27th) about the bronzewood lodge, and now I can't seem to find it. anyway, the long and short of the thread was that info on the lodge wasn't included in Dungeon # 125 afterall, and that it would instead be posted here at some point in the next few weeks. I was hoping that you could do a quick run-down of the most important aspects of the lodge now, so that I can use it for the druid in the party that I'm DMing for (starting very soon). I can obviously make the stuff up if necessary, but I'd rather not have what I make up conflict with anything that gets released in the future. please let me know if this is possible. thanks.