AoW - one session to go.

Our group is about to finish up A Gathering of Winds. I've basically copied Merrics text and put my comment in below for those interested.


My rating of the adventures:

The Whispering Cairn by Erik Mona - 5 stars - I feel this is one of the best Dungeon adventures ever and I am a hard guy to please. The swarm is about the only thing I would change in the adventure.

Three Faces of Evil by Mike Mearls - 3 stars - Personally I liked the way it was written with the elevator shaft in the centre of the 3 temples. The "bosses" were interesting but I found some of the tactics as written were difficult to make effective. Still, kudos to making each section feel different.

Encounter at Blackwall Keep by Sean Reynolds - 1 star. Lizardfolk are not a threat at this stage and I was happy to have this one ended. However, one poster from the Dungeon boards gave his players npc soldiers to fight the spawn prior to the PC's returning to the keep - obviously they get killed very quickly but with the quirks he gave the npcs my players had great fun running this extra fight and I greatly enjoyed killing them. I highly recommend this addition to the adventure.

The Hall of Harsh Reflections by Jason Bulmahn - 2.5 stars. Lots of things to like, the dc 23 will save is harsh but for my group this created 2 very memorable battles. Round 1 went to the Illithid and the party fled. Round 2 went to the PC's but they just barely won and were thinking of retreating again at the time of their victory.

The Champion's Belt by Tito Leati - 4 stars. The betting system could have been better as Merric points out but I viewed it as easy extra treasure for the party. The cap on the betting makes sure this does not get out of hand. I played up the resource management issue where PC's searched the catacombs by night and still had to get a decent rest to get spells for fights the next day. Some fights were complicated and others were too easy. Still, with ample fights and roleplaying opportunities this was one great!

A Gathering of Winds by Wolfgang Baur - 2 stars. After all the other interesting adventures up to this point, a standard dungeon crawl is not what we looked forward too. Both the players and the DM are looking forward to the next one. Roleplaying was limited and the encounters with the spider and Moreto just were not that exciting.
 

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Emirikol said:
The massive overpowering of the upper level sessions for the game after that was simply just a giant game of Math-vs-Calculus nightmare. Each round was taking waaaaaaaaay toooooooooo lonnnnnnnnng. Forget high level in 3.5. My time is too valuable to be having 2-hour combats. Nevermind "let's go kill a god."

The sessions were fun, but they were so intensely dungeon-oriented that they really lacked any plot complexity. In place of plot complexity was the example you posted..encounter/monster over- complexity. I'll take the former.

SPOILERS!!!! (don't know how to do the hide text thing) So skip the below stuff






We are at the library of last resort. The battle with the Titan took most of the session to do Due to time we don't have large sessions, 3 hours on the average (once the pre-game chatter stops and we get down to gaming). I'm stuck looking at what we have left and thinking...er....this is going to take too long.

This has been my first time DMing past 13th level. high level play has left a bad taste in my mouth.

The constant dungeon crawls were boring.

My rankings of the adventrues thus far...(out of 5)

Whispering Cairn - 4 out of 5. Having to leave and come back (because of the ghost was annoying). However I loved the Filge NPC.

3 Faces of evil - 4 out of 5. had a TPK here in the Hextor temple. The players did rest inbetween dungeons. The TPK was due to player stupidity rather than bad design (lets Aggro the whole temple!!!!). The faceless one was a great NPC.

Enounter at Blackwall keep. 1 out of 5. I really wasn't impressed with this one. Nothing really to report.

Hall of Harsh Reflections. 3 out of 5. Interesting dungeon (sodden hold). I talked to one player ahead of time and explained the "doppelganger captures one of the party thing" , he was good to go along, so all in all that went well. But yeah the players still talk about how stupid that mind flayer was. Wayyyy too tough.

Champions belt. 3 out of 5. Being gladiators was cool, however the first fight was too complex (managing a fight between 3-4 teams???), as well the previously mentioned betting system.

Gathering of winds- 4 out of 5. Really interesting dungeon (river of blood). A few too many undead/constructs. the party rogue was a little frustrated.

Spire of Long Shadows - 3 out of 5. The visions didn't bother me. The infamous room 5 was waaaay too tough, even after the party retreated and returned prepared. I hated how the spellweaver lich just sat there waiting for them to show. Dungeons weren't inspiring.

Prince of Redhand- 5 out of 5. The party was a lot of fun. Alhaster is a great town.

Library of last resort- 3 out of 5 (so far). adventure just seems lacking. Fights begining to be way to complex.

Overall i'd only recommend the path to players who don't mind the complex. And players who love dungeons crawls.

3.5 out of 5 overall for the AoW.
 

BM,

Kyuss had a glass jaw?! Wow. You must have some REALLY good planners in your group.

Josh,

You weren't the only one pondering that point...

*agrees with Gun and Mark that Encounter just...blew.* I'd so rewrite that if it was possible. I don't agree 100% with everything they said but it's near spot on how I felt about most of it. (Except the Harbinger. He was DAMN cool if tough.)
 

BlackMoria said:
With our group, Kyuss went down like a chump fighter with a glass jaw. If they do all the things required to weaken him and you have really good tactical players and you are using the Spell Compendium (which you are) and have a certain artifact (you know which one), expect the fight with Kyuss to potentially be a letdown.
Potential Spoiler Space
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I will preface my remarks by saying that I havent actually seen the AoW adventure path and that my knowledge of it is based on an excellent write up in the Story Hour Forum.

In that version Kyuss was basicly able to heal himself to full health every round with an at will Harm power. How on earth do you get aroind that?
 

Joshua Randall said:
In what regard does Kings of the Rift require commune to discern the plot? I may be misremembering, but I thought the PCs knew that
they were after Dragotha's phylactery, and the phylactery is somewhere in the Rift
.

They need the goal, but discovering where the phylactery is, is rather frustrating. Especially when it comes down to tracking down giants who look like other giants hiding in the buildings.

Cheers!
 


One thing I have really noticed about 3/3.5 is party preparation. A fight that the PC's have a hard time with on the first go around they can cakewalk on the subsequent fight. Essentially, if a party has the right resources available (right spells, etc) certain fights are rediculously easy. It sometimes goes the opposite way but not as much I find. I don't remember this being the case with earlier editions. A tough fight was still a tough fight regardless of what resources you had available..

The only reason I bring it up here is that I have been running Dungeon adventures for some time and maybe it only applie to them...
 




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