Skyscraper
Explorer
War of the Burning Sky – Scouring of Gate Pass detailed impressions (spoilers)
I have read the first adventure of the 4E version of the War of the Burning Sky campaign saga called Scouring of Gate Pass, together with the Player's Guide and Campaign Guide (for the DM).
In essence, I find the background and setting for the campaign and adventure to be great and the story to be appealing; but the adventure itself to be very underwhelming. I welcome input and argument to the contrary and would love to be convinced otherwise concerning the points I dislike.
*** SPOILERS AHEAD ***
I assume people in this forum are familiar with the game background, but I'll summarise in case some readers are not.
The background for the campaign sets the PCs in a general setting world that can be fitted into just about any conventional setting, where an emperor dies and leaves the empire headless. A few individuals and groups try to take advantage from the vacated space to gain power. War ensues with neighbouring nations and the PCs are caught in the middle of it all.
The PCs find themselves in the first adventure Scouring of Gate Pass in a city that one of the empire's armies is besieging. There, they need to hook up with the resistance and not only survive the perils of a besieged city (including bombings from wyvern riders) but accomplish a number of tasks.
The environment is dynamic and exciting. The snow-covered city streets, the attacking army, the threat of a deal with the enemy to let the "Inquisitors" into the city, hooking up with an underground resistance, several competing factions that the PCs need to interact with... All that makes for an interesting setting. The different factions are fun: the resistance (allies), bounty hunters, terrorist mercenaries, the inquisitors (that hunt magic users), eladrin spies, they're all interesting groups that intermesh in a plausible way.
I also like the general idea of the storyline: the PCs need to recuperate intel, escape a besieged city and carry this precious information to a faraway ally that supports the resistance. One upside is that they'll be opposed to some groups that are not necessarily the bad guys, which makes for some measure of moral dilemmas, at least for some players it will.
However, it's in the details that the adventure loses its shine. There are numerous things that bug me importantly.
First, many of the different quests asked of the PCs look like boring side quests to me. The worst is probably this fellow that comes up to the PCs on the street (while war is raging) and asks them to help him find his dire weasel pet that he lost (while war is raging!). Ensues a skill challenge in which the PCs must track down the animal in nearby buildings and streets, without any interaction with other creatures. Reading through this, I had the impression to be in a 1996 computer RPG tutorial where you learn how the game works by carrying out some dull task.
Another quest is to help a woman out of a burning building: they find her screaming for help from the second storey window of her house with smoke coming out of the window. Did I see this before? I'd say about 1000 times, mostly in Looney Tunes or Benny Hill.
They need to fight undead that coincidentally break out of a crypt where the PCs happen to lodge and this has nothing to do with the story whatsoever, these century-old undead just burst out the very day the PCs are there; they need to stop a depressed singer from being beaten up by a couple of teenagers because she's singing depressing songs; stop to cure an injured man... And they earn XP doing each of these actions, isn't anything free anymore? With the table of XPs, I understand that if you don't do all this stuff, which might be a very logical decision given that war is raging and they are on an important mission, well then they'll be short on XPs when it's time to level up.
Another point I dislike about the adventure is the railroad. Not only are the PCs expected to follow events on set tracks, but someone tags along with them and leads them by the nose just about the entire way. She's a cleric named Torrent and, by the way, the adventure mentions that she should only use her healing powers in battle when the PCs are out of healing... What kind of an ally is that? Not only that, but the adventure suggests that this cleric should be ordering the PCs about on the battlefield to have them improve their battle skills. Talk about fun: their boss is tagging along!
So as far as railroads go, it's hard to do worse. Torrent is even the one to go out to find some story-related information and bring it back to the PCs while they battle unrelated undead. I can't wrap my head around that one.
Then there are things that just seem wrong. The PCs go into a very important repository that is so badly guarded it's a wonder no one ever broke into the place to start with. Later, they are likely to have to fight a 10-th level elite opponent when they're level 1 or 2 at most, while the DMG clearly states that opponents should not be of that level for 1st level PCs. Speaking of powerful opponents, the only solo opponent they face is a wyvern rider that coincidentally falls from the sky in the building next to them. I guess there's nothing inherently wrong with that, but to me a solo opponent is supposed to be somewhat of a Big Bad Evil Guy, someone you'll be expecting to fight, a quintessential enemy, not just a happenstance...
I guess this solo falling from the sky sums up a major issue I have with this adventure: the PCs never seem to have any initiative over what happens to them, everything simply happens to fall on them as they follow the direction given by a NPC. To me this is a major flaw.
For the time being, I doubt that I'll be running this adventure, or if I do to take advantage of the great setting, story and background provided therein, I'll have to work to modify the encounters and the storyline significantly, which is a bummer.
All this being said, I haven't played the adventure so it's quite possible that some of my concerns are not supported or that I misunderstood some things. If you have read or played and feel differently than what I have expressed above, I'd love to hear from you.
Sky
I have read the first adventure of the 4E version of the War of the Burning Sky campaign saga called Scouring of Gate Pass, together with the Player's Guide and Campaign Guide (for the DM).
In essence, I find the background and setting for the campaign and adventure to be great and the story to be appealing; but the adventure itself to be very underwhelming. I welcome input and argument to the contrary and would love to be convinced otherwise concerning the points I dislike.
*** SPOILERS AHEAD ***
I assume people in this forum are familiar with the game background, but I'll summarise in case some readers are not.
The background for the campaign sets the PCs in a general setting world that can be fitted into just about any conventional setting, where an emperor dies and leaves the empire headless. A few individuals and groups try to take advantage from the vacated space to gain power. War ensues with neighbouring nations and the PCs are caught in the middle of it all.
The PCs find themselves in the first adventure Scouring of Gate Pass in a city that one of the empire's armies is besieging. There, they need to hook up with the resistance and not only survive the perils of a besieged city (including bombings from wyvern riders) but accomplish a number of tasks.
The environment is dynamic and exciting. The snow-covered city streets, the attacking army, the threat of a deal with the enemy to let the "Inquisitors" into the city, hooking up with an underground resistance, several competing factions that the PCs need to interact with... All that makes for an interesting setting. The different factions are fun: the resistance (allies), bounty hunters, terrorist mercenaries, the inquisitors (that hunt magic users), eladrin spies, they're all interesting groups that intermesh in a plausible way.
I also like the general idea of the storyline: the PCs need to recuperate intel, escape a besieged city and carry this precious information to a faraway ally that supports the resistance. One upside is that they'll be opposed to some groups that are not necessarily the bad guys, which makes for some measure of moral dilemmas, at least for some players it will.
However, it's in the details that the adventure loses its shine. There are numerous things that bug me importantly.
First, many of the different quests asked of the PCs look like boring side quests to me. The worst is probably this fellow that comes up to the PCs on the street (while war is raging) and asks them to help him find his dire weasel pet that he lost (while war is raging!). Ensues a skill challenge in which the PCs must track down the animal in nearby buildings and streets, without any interaction with other creatures. Reading through this, I had the impression to be in a 1996 computer RPG tutorial where you learn how the game works by carrying out some dull task.
Another quest is to help a woman out of a burning building: they find her screaming for help from the second storey window of her house with smoke coming out of the window. Did I see this before? I'd say about 1000 times, mostly in Looney Tunes or Benny Hill.
They need to fight undead that coincidentally break out of a crypt where the PCs happen to lodge and this has nothing to do with the story whatsoever, these century-old undead just burst out the very day the PCs are there; they need to stop a depressed singer from being beaten up by a couple of teenagers because she's singing depressing songs; stop to cure an injured man... And they earn XP doing each of these actions, isn't anything free anymore? With the table of XPs, I understand that if you don't do all this stuff, which might be a very logical decision given that war is raging and they are on an important mission, well then they'll be short on XPs when it's time to level up.
Another point I dislike about the adventure is the railroad. Not only are the PCs expected to follow events on set tracks, but someone tags along with them and leads them by the nose just about the entire way. She's a cleric named Torrent and, by the way, the adventure mentions that she should only use her healing powers in battle when the PCs are out of healing... What kind of an ally is that? Not only that, but the adventure suggests that this cleric should be ordering the PCs about on the battlefield to have them improve their battle skills. Talk about fun: their boss is tagging along!
So as far as railroads go, it's hard to do worse. Torrent is even the one to go out to find some story-related information and bring it back to the PCs while they battle unrelated undead. I can't wrap my head around that one.
Then there are things that just seem wrong. The PCs go into a very important repository that is so badly guarded it's a wonder no one ever broke into the place to start with. Later, they are likely to have to fight a 10-th level elite opponent when they're level 1 or 2 at most, while the DMG clearly states that opponents should not be of that level for 1st level PCs. Speaking of powerful opponents, the only solo opponent they face is a wyvern rider that coincidentally falls from the sky in the building next to them. I guess there's nothing inherently wrong with that, but to me a solo opponent is supposed to be somewhat of a Big Bad Evil Guy, someone you'll be expecting to fight, a quintessential enemy, not just a happenstance...
I guess this solo falling from the sky sums up a major issue I have with this adventure: the PCs never seem to have any initiative over what happens to them, everything simply happens to fall on them as they follow the direction given by a NPC. To me this is a major flaw.
For the time being, I doubt that I'll be running this adventure, or if I do to take advantage of the great setting, story and background provided therein, I'll have to work to modify the encounters and the storyline significantly, which is a bummer.
All this being said, I haven't played the adventure so it's quite possible that some of my concerns are not supported or that I misunderstood some things. If you have read or played and feel differently than what I have expressed above, I'd love to hear from you.
Sky