| Max Mahem |
So I've received my copy of the Trial of the Beast and read it over, and while it mostly looks like a pretty good adventure, I have my concerns. I don't think its going to be a good adventure for all groups (by this I mean reasonable party builds), and I'm pretty worried it wont be a good fit for my group.
Plot Issues
Obviously the module is quite a bit rail-roady, but the track is a bit bumpier then most and offers very little room for deviation from the set course.
Obviously the Adventure resolves around the trial of a sentient flesh golem. Well right there is your first problem. Not all characters are going to be particularly interested in defending a flesh golem, no matter how innocent he may appear. For example my party contains a priest of Pharasma who is likely to view the exist of the creature as a tragic abomination that needs to be put down. Being as it basically a conglomeration of corpses given life, even if not technically undead, the desecration of corpses it represents is a violation of some Pharasma's basic principles. A wizard or other knowledgeable person might also point out that flesh golem stand a chance of going berserk if provoked, not helping the situation. A good case can be made that the creature should be put down in the name of public safety. At best my group is going to be unenthusiastic about defending this thing, and I doubt we are alone in that.
Of course if the group doesn't choose to defend the beast the adventure really can't even get off the ground. But actually they can't really kill it either as the beast is generally far to tough for players to kill unless it decides to die willingly. This is really my biggest concern, the adventure is quite likely to be a non-starter for my group.
I like the idea of the Trial, though I think the adventure misses out on a great opportunity to have one of the PCs actually play the part of the defense attorney, rather then just have them be witnesses.
This adventure (like to a degree the first one) is pretty skill heavy as well. Which isn't a problem, per say, but I think its something the players guide could have pointed out more. Our group didn't realize going into these adventures that investigation would play such a large part, and so have suffered for our lack.
I have no problems with the investigative encounters, though the trail to lead the players to the true villains seems a bit tenuous. It relies on the players either chasing down an absurdly long trail of clues. Wait, so I check the symbol on some medical tools, find their maker, find the auction house he sold it to, find the shop the auction house he sold it to, the shop the auction house sold it to, and then the guy? You've got to be kidding me. Otherwise they have to chase down a name on some random paper/tube in a burned down house (likely only the tube because I doubt most parties can reliably make a DC20 linguistics checks, I know mine cannot).
The Chymeric works is a fine dungeon, but as I said getting the players here is a bit of a challenge. Its also somewhat ironic that in an adventure that resolves around a trial, the adventure seems to assume that the players will have no problems breaking and entering into this location to get the evidence they need. I love the section on Pharasma, but maybe a section on the Law in this area might make for a better side bar?
I love the encounter with the mob. Great fun. It might be fun chance to show in person to the players just what an fearsome combatant the beast might be. The mob of course poses literally no threat to him.
Its kind of sad that the outcome of the trial (what the whole adventure revolves around) is more or less irrelevant to the rest of the adventure. And the thread that is suppose to lead the players to the final dungeon is a bit tenuous. I mean if they support the beast innocence, and he's found guilty, why don't the just leave well enough alone? Or if they support his guilt (a likely conclusion for Lawful characters) and he escapes, they might chase him for justice, or they might realize that their chase is rather futile, as they certainly don't poses the means to bring him in. The idea of the mob as a time limit is a joke, as they certainly can't harm the beast.
After the players arrive at the final dungeon, the adventure again seems to assume the players are going to just start looting all the possessions in this guys house. I'm pretty sure there is some sort of law against that. The encounter difficulty is certainly kicked up a notch as well (not necessarily a bad thing, but see other notes).
I have mixed feelings about the final encounter. The idea of controlling a powerful monster to defeat another one is pretty cool, but I also want the adventure to be about my character, not a NPC. It might be better suited for something other then the adventures ultimate encounter. And unfortunately, the final golem is so tough its unlikely the PC can defeat it any other way. It's also quite possible that the PCs might wash their hands of it. The final golem is most probably to tough for them to defeat (hell with its grapple powers, quickness, and webs in the room, they will be doing VERY well to just retreat). They might just leave the top level unchecked, and so have no idea that the crazy machine even exists.
Of course even if they get to the machine, activating it can possibly prove impossible. It's a DC25 Use Magic Device, to activate it blindly (well actually two DC25 checks, but the DC20 Know. Arcana check is probably a bit easier to past for the first one). Which verges on impossible for parties which may be entirely lacking the skill (not uncommon in my experience). I guess you can get a lousy +2 bonus from deciphering some earlier scripts, but no, that's all but impossible. I mean come on, DC 25 and 30 linguistics checks? You've got to be kidding me. Oh, and you need to do both of them to get the bonus.
So they need to make this DC25 UMD check, while on a roof, dodging freaking lightning bolts the whole time. Oh and yeah, if you fail that check by more then 10, you take damage as well. I'm having a hard time seeing a party hang around for this (which is kind of a shame because the whole Frankenstein feel is cool).
Mechanical Issues
I've already covered a lot of the absurd skill checks required for parts of this adventure. The last encounter being particularly bad. There are a few other that are troublesome, but I give them a pass because they skills they call for (Perception, Diplomacy) should be present in the party anyways.
First off I love that there is more monster spread in this adventure. The last one was undead, undead, and more undead. However, this adventures has another problem to me, an abundance of Golems. Now undead may be boring, but they are rarely a problem for an adventuring party to face. Golems OTOH tend to represent a real challenge for adventurers. They are immune to magic and mostly immune to swords. Now fight a Golem every once in a while is fun change, just like other tough/unconventional monsters like Oozes, Shadows, and Rust Monsters can be fun from time to time. However their nature makes them frustrating monsters for players, and so a little bit of them goes a long way. This adventure threatens on going over that limit I think. Recall that a relatively large amount of characters types are basically useless against Golems, such as offensive casters, archers, and TWF.
The adventures gives the players very little in the way to combat the golems either. A single adamantine blanch is it. And while I haven't run the numbers, the adventure feels behind in loot. PCs should acquire like 17k in wealth during this adventure, and I just don't see it happening. Their is like only one magic weapon given out in the whole book, most of the rest is potions and other consumables and a few wands. No armor that I saw. Certianly if the players don't loot the Nobels house they will be behind.
All in all I can't say I can give this adventure a very favorable review. But if you got this far, thanks for reading my thoughts!