brehobit
Explorer
OK, based on the very favorable reviews here, I took an extra 40 minutes going home to find a store that had the new Princes of the Apocalypse adventure and dropped $52.00 (inc tax) on it since I have a rare free weekend where I can read it through. And after about an hour of reading, I'm pretty much of the opinion this isn't a very good adventure and I've wasted my time and money. I just want to raise my concerns and see how others feel they can be dealt with.
Again, this is a rant about certain issues, but rather than being purely a list of problems, I want to hear what others think and how they plan on dealing with these issues.
[sblock]
In general, this doesn't seem to be an adventure of the quality of most of the later Pathfinder adventure paths nor of the better modules from 2e and 3e (think of the Red Hand of Doom here). Maybe it's better than the previous adventures (reviews here kept me from those) but it still feels weak.
All that said, I'm planning on running a 5e module and I've dropped a couple hours and $50 into this. So I'd love to hear what others think and how they plan on dealing with the issues raised (or why they aren't issues...)
Again, this is a rant about certain issues, but rather than being purely a list of problems, I want to hear what others think and how they plan on dealing with these issues.
[sblock]
- My major issue with this adventure is how static it is. Everything happens in a fairly well developed and well traveled part of the world. Yet bad things apparently abound. And more so, there are all sorts of things just packed together in a way that reminds me of keep-on-the-boarderlands as much as anything.
- Just in the first part (Sighing Valley) We've got gnolls, manicores, griffons, aarakocra, and two cult locations all easily within 10 football fields of each other. And a dead body. (And as a note, the map's scale isn't consistent!) This all seems unlikely.
- It's unclear (so far) why, given a cult so evil and potentially powerful, the PCs can't just head to one of the "nearby" major cities (week away) and ask for help. I mean it sounds like they might be going there at some point. Does no one in Waterdeep care enough even if presented with significant evidence of what's going on? Now I'm hopeful there is a good answer somewhere in the module that I've not read, but it ain't obvious.
- Descriptions are sometimes sparse to the point I find it hard to follow what is going on.
- What the heck is "the Eagle" on page 47? A self-reseting (non-magical?) battering ram? I'd really appreciate some better idea what's going on here.
- How many people (total) are there at RiverGard Keep?
- also at RiverGard, what are the commoners doing here? Where do they stay? It sounds like they know about the cultists and don't like them. So are they slaves? Do they know the those occupying the keep are cultists? I've no idea. It feels like they just got tacked into a wandering monster table.
In general, this doesn't seem to be an adventure of the quality of most of the later Pathfinder adventure paths nor of the better modules from 2e and 3e (think of the Red Hand of Doom here). Maybe it's better than the previous adventures (reviews here kept me from those) but it still feels weak.
All that said, I'm planning on running a 5e module and I've dropped a couple hours and $50 into this. So I'd love to hear what others think and how they plan on dealing with the issues raised (or why they aren't issues...)
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