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Bastion of Broken Souls
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008923" data-attributes="member: 18387"><p>Upon reading the adventure "The Bastion of Broken Souls" my only response can be, 'Yikes'. Bruce Cordell as a DM must have very few players make it to high enough levels to actually play this one. Not one of his three modules in this series have allowed PCs to nance about and BOBS is no exception. BOBS pits the adventurers against the most dangerous creatures in the MM including one surprise encounter anyone who has been following the adventure path series has only heard about in rumor. This, the last of the adventure path modules, not only provides a rollicking adventure full (that's 'full') of danger, but brings a conclusion to the adventure path that is both apt and compelling.</p><p>Upon opening this 48-page module, the reader may ask, "Hey! Where's the cream filling?" Illustrations are few and little space is wasted with margins and blank areas. The art that is there is okay, but some of the illustrations seem to have come from other publications. The other question that comes to mind is "What? No large dungeon areas?" Anyone who has seen Bruce Cordell's other modules know that he seems to be a fan of the good old fashioned dungeon crawl. Don't be fooled. The smaller maps in the front are intended to be placed wherever the DM chooses, and (not to spoil the secrets) the area on the back cover is larger than you think. Trust me, you can look forward to many a gaming session completing this adventure.</p><p>If I could have given this adventure three and a half stars I would have. One I'll get to later but the other is the way the adventure begins. The adventure starts in the most cliche encounters possible: The PCs are attacked by an other-worldly being and are aided in their time of need by a mysterious NPC who offers his services for free. That's it. No hooks, no way of melding the adventure into the character's lives. just "kick-'em-in-the-teeth". Yes there are rumors to throw out, but these make the players at the table, not the characters, say, "Here we go again. Be on your toes." Anyways, the scene opens as the characters are attacked by a demon and are aided by an NPC who fills them in on as much as he knows and suggests companionship after combat ends.</p><p>Despite the shortcomings of the beginning, the middle is where the adventure truly takes off. BC takes the time to address the players capabilities and what can and can't be done and why. This includes scrying, dimensional and planar travel, divinations, mind-affecting spells, teleportation, and other things that could turn this adventure into a cake walk. His reasoning isn't absurd and he introduces something called "The Ban of the Unborn" that can enrich a world as much as provide a vehicle for further adventures. He also provides somewhat for surprises from the PCs may pull.</p><p>In order to investigate the strange rumors and the sudden attack, the PCs follow leads to various locations on the prime material and other planes. These include a sanctuary for those who wish to but sleep their lives away, a druid circle, an extra-dimensional prison, and the lair of the demon encountered at the beginning of the adventure. All of these areas are full of dangerous monsters and traps to make the blood grow cold (literally in some cases) and full of interesting NPCs that are not always what they seem. No encounters seem tacked on and they need not be visited in any particular order or at all if the PCs are clever enough.</p><p><Spoiler alert. DMs only!>It is here I will discuss the other item that led to three and a half stars. Combat. The hook? Combat. Want to talk to the leader of the guild of sleep? Combat. Want the Soul Totem? Combat. Want to get into the planar prison? Combat. The demon's lair? Combat. There is role-playing, but almost every being the PCs meet winds up on the point of their sword. It is good for those in the mood for lots of combat, but the tactics of almost every creature will need to be tweaked to allow for parties with other interests. The encounters are VERY difficult (very demon, outsider, and magical beast heavy), too, which can lead to the mysterious tag-along NPC ally saving the day instead of the PCs and this can be unsatisfying for some players. In addition, from the start of the adventure, the DM must mark one of the PCs for death, so be ready for protests from whoever is chosen. Oh, and keep a pre-rolled character ready for that player.</p><p>The conclusion is too exciting to give up here, but know it results in the be all and end all of battles against demons of all kinds, very powerful dragonkin, and then of course the real bad guy. Despite the heavy (that is, very heavy) emphasis on combat to further the adventure, BOBS is well worth the time and money spent and a good example of what a DM needs to consider when dealing with PCs at higher levels. BC also introduces a new gaming term: Power-up Suite. That is, all the spells a wizard or other spellcaster has cast to prepare for combat. Therefore, not only do the PCs fight enemies with CRs of 19-22, but these enemies could be already hasted, protected by a globe of invulnerability, spell turning, protection from this or that, true seeing, etc. Whether a Power-Up Suite is active or not is clearly outlined in the creature's tactics so DM guesswork is eliminated. Even when this adventure is concluded, I am still going to use power-up suites, Ban of the Unborn, and other new items and especially the dreamborn monsters introduced in this adventure. Despite the shortcomings discussed above and potential Player-DM relations issues BOBS is worth the money.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008923, member: 18387"] Upon reading the adventure "The Bastion of Broken Souls" my only response can be, 'Yikes'. Bruce Cordell as a DM must have very few players make it to high enough levels to actually play this one. Not one of his three modules in this series have allowed PCs to nance about and BOBS is no exception. BOBS pits the adventurers against the most dangerous creatures in the MM including one surprise encounter anyone who has been following the adventure path series has only heard about in rumor. This, the last of the adventure path modules, not only provides a rollicking adventure full (that's 'full') of danger, but brings a conclusion to the adventure path that is both apt and compelling. Upon opening this 48-page module, the reader may ask, "Hey! Where's the cream filling?" Illustrations are few and little space is wasted with margins and blank areas. The art that is there is okay, but some of the illustrations seem to have come from other publications. The other question that comes to mind is "What? No large dungeon areas?" Anyone who has seen Bruce Cordell's other modules know that he seems to be a fan of the good old fashioned dungeon crawl. Don't be fooled. The smaller maps in the front are intended to be placed wherever the DM chooses, and (not to spoil the secrets) the area on the back cover is larger than you think. Trust me, you can look forward to many a gaming session completing this adventure. If I could have given this adventure three and a half stars I would have. One I'll get to later but the other is the way the adventure begins. The adventure starts in the most cliche encounters possible: The PCs are attacked by an other-worldly being and are aided in their time of need by a mysterious NPC who offers his services for free. That's it. No hooks, no way of melding the adventure into the character's lives. just "kick-'em-in-the-teeth". Yes there are rumors to throw out, but these make the players at the table, not the characters, say, "Here we go again. Be on your toes." Anyways, the scene opens as the characters are attacked by a demon and are aided by an NPC who fills them in on as much as he knows and suggests companionship after combat ends. Despite the shortcomings of the beginning, the middle is where the adventure truly takes off. BC takes the time to address the players capabilities and what can and can't be done and why. This includes scrying, dimensional and planar travel, divinations, mind-affecting spells, teleportation, and other things that could turn this adventure into a cake walk. His reasoning isn't absurd and he introduces something called "The Ban of the Unborn" that can enrich a world as much as provide a vehicle for further adventures. He also provides somewhat for surprises from the PCs may pull. In order to investigate the strange rumors and the sudden attack, the PCs follow leads to various locations on the prime material and other planes. These include a sanctuary for those who wish to but sleep their lives away, a druid circle, an extra-dimensional prison, and the lair of the demon encountered at the beginning of the adventure. All of these areas are full of dangerous monsters and traps to make the blood grow cold (literally in some cases) and full of interesting NPCs that are not always what they seem. No encounters seem tacked on and they need not be visited in any particular order or at all if the PCs are clever enough. <Spoiler alert. DMs only!>It is here I will discuss the other item that led to three and a half stars. Combat. The hook? Combat. Want to talk to the leader of the guild of sleep? Combat. Want the Soul Totem? Combat. Want to get into the planar prison? Combat. The demon's lair? Combat. There is role-playing, but almost every being the PCs meet winds up on the point of their sword. It is good for those in the mood for lots of combat, but the tactics of almost every creature will need to be tweaked to allow for parties with other interests. The encounters are VERY difficult (very demon, outsider, and magical beast heavy), too, which can lead to the mysterious tag-along NPC ally saving the day instead of the PCs and this can be unsatisfying for some players. In addition, from the start of the adventure, the DM must mark one of the PCs for death, so be ready for protests from whoever is chosen. Oh, and keep a pre-rolled character ready for that player. The conclusion is too exciting to give up here, but know it results in the be all and end all of battles against demons of all kinds, very powerful dragonkin, and then of course the real bad guy. Despite the heavy (that is, very heavy) emphasis on combat to further the adventure, BOBS is well worth the time and money spent and a good example of what a DM needs to consider when dealing with PCs at higher levels. BC also introduces a new gaming term: Power-up Suite. That is, all the spells a wizard or other spellcaster has cast to prepare for combat. Therefore, not only do the PCs fight enemies with CRs of 19-22, but these enemies could be already hasted, protected by a globe of invulnerability, spell turning, protection from this or that, true seeing, etc. Whether a Power-Up Suite is active or not is clearly outlined in the creature's tactics so DM guesswork is eliminated. Even when this adventure is concluded, I am still going to use power-up suites, Ban of the Unborn, and other new items and especially the dreamborn monsters introduced in this adventure. Despite the shortcomings discussed above and potential Player-DM relations issues BOBS is worth the money. [/QUOTE]
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