| Sunderstone |
All in all i think this module in general does something no other chapter in any previous AP has been able to do until now. Its Sandboxy! Some folks complain that APs are too railroady, which I disagree strongly with btw, It all depends on your group and your preferences. Yeah there are main plots in there, but what you do leading up to it is up to your group.
BoE is about as sandboxy as you can get in an AP. Everything is tweakable in the module.
Examples...
a) Want a longer or shorter romp through the sewers? Easily done.
b) Want to go on a side quest or three before rescuing Arael? Easily done, the Hellknights taking possession of Arael can happen whenever you want with the excuse of bureaucratic red tape as they argue behind the scenes with the Dottari as to who has jurisdiction.
c) The Bastards portion has many options as to how to take them down. Take out the outer buildings before the temple? Have the NPCs take out the outer buildings? A little of both?
The more I think about it the more I like the beginning of this AP from a DM point of view. The main plot is still there, but what you do inbetween and how long you spend on it is open enough for a ton of customization. Add in a shadow creature hunt, build up the Whitechin sidetrek, add in your own sub-plots, etc.
The only negative I see imho, is the XP issue of getting the PCs to 2nd level before rescuing Arael. This forces us as DMs to make up the difference in some way. Not exactly an issue with me, but some other DMs may want to speed through these modules with the least amount of work as possible, YMMV.
I think every module should get you to where you need to be on its own WITHOUT forcing you to make up the difference on your own. I personally dont mind as I tailor every module to my groups playstyle anyway but thats beside the point.
All in all, great job SKR! My group is having a blast.
| FarmerBob |
I had been out of the DMing business for about 10 years, and that was using a non-D&D game system, so I was hoping for more of a cut and dried start to the AP to get my chops back. But, my circumstance is probably atypical.
I definitely like the city-based setting, and like the flexibility to allow the players to have down time between story arcs.
The only negative I see imho, is the XP issue of getting the PCs to 2nd level before rescuing Arael. This forces us as DMs to make up the difference in some way. Not exactly an issue with me, but some other DMs may want to speed through these modules with the least amount of work as possible, YMMV.
When I read this:
you should place this exit once the PCs have had enough encounters to reach 2nd level, or once their resources have run critically low
I did not interpret it to mean that the PCs needed to be 2nd level to rescue Arael. Merely that if they are in the sewers long enough to reach 2nd level, it is time to pull them out instead of having them continue to slog on indefinitely.
I had our group of 5 1st level PCs rescue Arael using Janiven's plan, and I also boosted the Hellknights by giving them their +2 human stat bonus to STR, which gave them longsword +2 (1d8+6) when power attacking.
Even with that tweak, and having 3 of the 4 now horseless armingers run back to the fight 7 rounds later, my group took them all down with good tactics and some bad rolling on my part. They were completely spent at the end of the fight though.
I'd think a group of 4 2nd level PCs, fully rested and prepped for a single, known encounter, should mop them up easily, especially as written.
I'd recommend sticking with this:
By the time the PCs are moving against the Bastards themselves in Part Six, they should all be 2nd level.
for the level guideline.
I solved the XP problem by reducing the large story awards, whisking them through the sewers pretty quickly (3-4 encounters, I don't even think they got hit), then off to rescue Arael, followed by Crypt of the Everflame (with some small story changes), then assault on the Bastards.
Still in the process of this, but it should give them the right amount of XP and treasure by the time they are done.
| Goraxes |
One thing i learnt very early in Pathfinder, is that EXP is rather pointless. "at this said point, the characters should be this level." So make them that level then. Put them through as much or as little as you want and level them up when YOU want them too. The point of the sewers (in my opinion) is to wear the party down and use up resources. The Hell Knights have Healing potions and they each were given some at the beginning of the sewers. If the encounters are to easy, make them a little harder. I know i intend to make the goblins harder. 3 pud goblins won't do squat against a party of 4-6 people. So change them up haha. 1 Rogue, 1 sorcerer, and 1 bard. All Goblins. Rogue stealths for a sneak attack, sorcerer colors sprays, and bard sings while using a whip to try to trip people. Suddenly the party realizes things could be a challenge down here and they take there time. I did like the idea of giving the hellknights there plus +2 in str. I will be using that idea for sure ;)
As always, this is just my OPINION.