| Chriton227 |
After all the good things I heard about the Shackled City AP, I started AoW with very high hopes. I don't have a lot of prep time, so the APs struck me as a great idea - a full campaign arc and supporting material, packaged up and ready for use.
That was a few months ago. My AoW campaign is now on the verge of complete collapse. We normally play every other week, but we have cancelled the last 3 sessions and to be honest I don't know if I want to run another session of AoW.
SPOILER ALERT
The progress so far: Party of 4 (bard, rogue, warlock, cleric) enter the Whispering Cairn. Near TPK at the Wolf encounter. Rapid identification of the death trap. One of the players commented "who wrote this, Gary Gygax?" Another player is introduced (fighter) bringing the party up to 5. Plot continues as expected until they need to get info from Kullen and crew, at which point another near TPK occurs (should have been a TPK, but I was feeling nice). Party eventually gets to Filge's, ambush him and take him down before his first action. Plot continues as expected to the Wind Warriors fight, which the party enters at 2nd level (I don't know how there is an expectation of being 3rd with the number of easily ignored encounters prior). The Wind Warriors are defeated, but it was another almost TPK.
At this point the party is obviously not enjoying themselves. The Wind Warrior fight was excessive for them, even with me not playing the WWs to their potential. Frequent complaints are heard regarding the difficulty level of the skill checks, encounters, etc.
They decided to continue, so they talked to Allustan and then Smenk. Even having them talk to Smenk at this point felt incredibly contrived, especially after he has been built up in the background materials as thoroughly reprehensible and the party found indication of his involvement with Filge. The players decide to go along with the hook, and a plot is hatched to get them into the mine. They are going to go in posed as some of Smenk's men making a supply delivery with assistance from one of Smenk's men. The players are dumbfounded when they come to the boarded up passage, through which deliveries are apparently frequently made as there is no good source of food and water in the complex. The boards are removed, the party is allowed to pass.
The party takes the elevator down and defeats the tieflings, but not in time to stop them from knocking on the door. They enter the Temple of Hextor, and the fight begins. The commoners are involved, the tiefling guards are notified, the dire boar is released, and yet another almost TPK ensues. The cleric is dead (driven from full to -12 in two hits from the dire boar), the fighter and bard are unconscious and bleeding, the rogue is down to 5 hp and fleeing, and the warlock is single-handedly fighting the dire boar, one remaining guard, and 2 commoners, who have alerted the rest of the complex. The rogue returns and manages to get a potion into the bard, who then heals the fighter while the rogue and warlock finish the fight. Now they are left with the remainder of the temple at full alert, one party member dead, almost out of spells, and almost out of hps. They have no place to rest, are facing a prepared force, and are now of the opinion that the place is a death trap. Bringing in a replacement for the cleric at this point is going to be tough too.
I'm getting frustrated with it. I feel like I have to read through everything as an editor to catch the mistakes, omissions, and plot holes littered throughout the adventures. Things like erroneous room numbers, missing creature numbers, incorrect stat blocks, etc. really should have been caught in the playtesting and editing. At the very least, there should be a single location to download the official errata for the various adventures (the most recent official errata posted is for issue 118). In the time it is taking me to go through and try to fix everything, I could have written my own adventures. Because of the number of mistakes I've found, I now feel the need to recalculate and verify each stat block, lest one of the players catches a mistake during play.
There is no consistent style so far between the adventures, making them feel disjointed. It feels very much like they were written completely independently from just the brief plot outlines, resulting in hooks being developed in one adventure only to be completely ignored in the next and NPCs being portrayed differently between adventures.
I was hoping that the adventures would get better. I looked at Blackwall, and the first thing I noticed is that there is a missing map, unless you count the poster-size map as the map, in which case the location numbers were omitted from the map.
So far there has been nothing to give the players or characters any desire to continue on the plot-line. They don't trust the mine managers (probably rightfully so), they don't trust Allustan (they are convinced that he is secretly helping to keep his corrupt brother in control of the town), they have a diadem that they know virtually nothing about despite having identified it (because the DM knows virtually nothing about it), and the only plot hooks they have shown even a vague interest in are the Rod of Seven Parts hooks that have nothing to do the next few adventures and are really not at all connected to the real plot line.
So, to those of you who have finished 3FoE and played any of the following adventures, does it get any better, or is this as good as it gets?