Chapters 4+5


Rise of the Runelords

Sovereign Court

While Runeforge seems pretty cool, it seems like a really long grind to subject my players to; and FotSG seems pretty boring after the initial Sandpoint assault.

Am I missing something in the reading that comes out in playing? Can you guys describe your experiences with these modules, because as it stands I'm planning on switching out Chapter 5 almost wholesale for Into the Nightmare Rift.

The Exchange

Neverwillibreak wrote:

While Runeforge seems pretty cool, it seems like a really long grind to subject my players to; and FotSG seems pretty boring after the initial Sandpoint assault.

Am I missing something in the reading that comes out in playing? Can you guys describe your experiences with these modules, because as it stands I'm planning on switching out Chapter 5 almost wholesale for Into the Nightmare Rift.

Hey,

I had the exact same idea, actually, from reading the AP. Nightmare Rift is by far more interesting than the Runeforge. Only reason I'm hesitant to use that solution is that it will lessen the impact of the Lang stuff in book 6 considerably, as they are not nearly as insane as in Nightmare Rift.

I'm starting to think a better solution might be to swap out "Fortress of the Stone Giants" for "Beyond the Doomsday Door". A bit harder to do plot-wise but I think it can work, with some modification.

Books 4 and 5 are actually the reason I'm not sure I'll ever run Rise of the Runelords.


I am currently in the end of part 3(HMM) and I have added to it the whole Harrowing module by giving it a runelords flavor. I am hoping to play part 4 and 5 exactly as they are and in my opinion they are pretty amazing..Why? Because Rotr has a whole circle of emotions coming back in those parts (especially 4). My players spend really much time of part 1 getting to know the town of Sandpoint and it's citizens and by part 3 they have already forgot them a little..To find out that their old friends are now ready to die and They are their only hope?? Furthermore, the library!! The moment they get to understand after months of adventuring and strange coincidences what the h*ll is going on in Varisia and what significant events of destruction will be caused by the rise if they do not act fast?

What is there not to like!?^^

Am just saying...even if you guys are thinking of changing part 4 and 5 I believe you should consider blending in those important pieces of storyline :)

The Exchange

M0bious wrote:

I am currently in the end of part 3(HMM) and I have added to it the whole Harrowing module by giving it a runelords flavor. I am hoping to play part 4 and 5 exactly as they are and in my opinion they are pretty amazing..Why? Because Rotr has a whole circle of emotions coming back in those parts (especially 4). My players spend really much time of part 1 getting to know the town of Sandpoint and it's citizens and by part 3 they have already forgot them a little..To find out that their old friends are now ready to die and They are their only hope?? Furthermore, the library!! The moment they get to understand after months of adventuring and strange coincidences what the h*ll is going on in Varisia and what significant events of destruction will be caused by the rise if they do not act fast?

What is there not to like!?^^

Am just saying...even if you guys are thinking of changing part 4 and 5 I believe you should consider blending in those important pieces of storyline :)

Of course, the attack on Sandpoint is a great piece of adventure, and by part 4 the players should certainly gain knowledge about the meta plot of the campaign.

However, parts 4 and 5 are both very long dungeon crawls, and part 4 is mostly boring and repetitive to boot (wondering around a fortress killing a whole bunch of giants can get tiresome after a while). Many groups would find that to possibly be enough to kill a campaign.

Check out parts 4 and 5 of shattered star - both of them also long dungeons, but both also considerably better than parts 4 and 5 of rise of the runelords.

Liberty's Edge

I enjoyed a few parts of Runeforge - Wrath and Lust were fun to run but some of the other areas were grinds.

More importantly, what the PCs figure out in Runeforge really helps frame Chapter 6. Basically, before chapter 5, the PCs know very little about the Thassilonians. After chapter 5, they know a bunch about them and know why they are so scary and worth stopping.

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