SilverfireSage
Explorer
I'm far more impressed with the story that ran through all six modules of Rise of the Runelords. The two are not even comparable. Princes of the Apoclypse is a pale shadow compared to Runelords. It's the differences in inspiration that matter to me. I don't run modules as they are written. I like modules that give me lots of scenarios and bits of information for doing something I haven't seen done in adventures before. Princes of the Apocalypse doesn't do that for me. It feels like a rehash of old adventures that were much better. I ran Temple of Elemental Evil four or five times there was so much to do. I had a blast. That's why I loved Runelords.
Each module in Runelords just gave huge bits of fun for a DM to play.
The flying quasit battle at the end of the underground temple in the first module was highly memorable. It was one of the first times a quasit caused such pain to a party. The background with the female aasimar and the trapped barghest was very cool. Here was a low level demon being used as a hidden ancient evil in an ancient ruins in a very interesting fashion.
The second module with the mystery with the serial killer cult and the haunted house was huge fun. The descriptive text for the haunts got my imagination going strong. I made the haunted house memorable. The serial killer interactions I had a blast with. I was able to make the killer particularly vile.
Then you had Texas Chainsaw Massacre/Deliverance with Ogres. How can you not have fun with that? The banjo music was strong in the third module.
The third module was followed by a mini-Against the Giants scenario with a natural disaster movie and sunken riverboat mystery involving a beautiful woman as subplots.
To summarize, Princes of the Apocalypse doesn't offer me as much inspiration to make things interesting as Rise of the Runelords or even the original Temple of Elemental Evil. When I look at a module, I want the module to inspire me to run it and do creative things while doing so. It seems like a very basic module with encounters in a small area based on a rehashed idea WotC has trotted out in nearly every edition due to the popularity of the original Temple of Elemental Evil. It's not inspiring me to run it.
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See and this is the same complaint I have with Runelords that you seem to have with PotA: The whole adventure just seems disjointed and random. You go one place, totally new theme, you go to another place, totally new theme. It doesn't really expand naturally like Apocalypse does, in the sense that you're in this area and as you progress naturally, gaining clues, exploring more areas, the full influence of the cult becomes known to you. I honestly don't remember how the Deliverance Ogres tied into the main plot whatsoever. Sure, that part itself was fun, but it could have been a side adventure, or something we played because one of the other people in the party couldn't make it that day. Even the side adventures in PotA tie in to the cult because Elemental Evil is freaking everywhere in the valley. Besides, I think there are plenty of creative things in the campaign.
[sblock]The halfling farm corrupted by the Earth Cult that is tasked with killing you, only to accidentally awaken a Revenant with their plan to lure you in. Stopping some thieves from selling a devastation orb in a race against time. Playing the ettin against itself by stealing rum from one of it's heads stashes and blaming the other. The air prophet "force choking" people with an invisible stalker.[/sblock]
There's a bunch of cool, inspiring things in here. Just because its about a topic that's been done before doesn't make it less interesting.
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