Devil's Due - Paragon "adventure" is up

renau1g

First Post
Well, one of the Paragon "adventures" is up for this month, although I hesitate to call it an adventure, as it's only 2 encounters, and 2 rather easy ones at that. This is more of a Side Trek to me.

For levels 17-19 and the first encounter is level 18, the second 19. Now I guess a level n or so and n+1 encounter could be tough, but the sheer volume of resources these PC's have access to would mean that in all likelihood they'd mow through these encounters like a speed bump.

Story-wise it's decent, and we get a new map piece (not tiles Yay!), but it's rather cramped, especially for the 2nd encounter. A Wizard would have a field day here (or any other area effect PC's)

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Devil's Due)
 

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Definitely thin, and a little weak to me

Not only is the adventure (less than a three-encounter-delve) somewhat thin, I also thought that the premise might be at least a little weak. It seems like the devil's "gotcha" clause could be easily foiled by a simple (level 1) ritual.

[sblock="Minor rituals"]Couldn't the whole thing be avoided by the make whole ritual--enough applications of it--along with sufficient funds to pay that cost? I mean, the adventure notes that the glassware and statuary are "irreplaceable," but that doesn't mean "irreparable when damaged," and no mention of any actual value means cost would be in the DM's hands, but I'd have a hard time justifying much of a ritual price unless the cargo is made of . . . astral diamonds or something. Make Whole is the first thing I thought of, in fact.

The cargo could be some rare and valuable magical stuff, and that would void the Make Whole solution (I think), but the module noted that it was specifically "trade goods," so that seems less likely to me.[/sblock]

I was also somewhat put off by the PCs' inability to influence certain aspects of the adventure unfolding -- brief though it is. For lack of a better term, it felt a bit forced and railroad-y.

[sblock="Railroad-ish-ness"]The lack of PC ability to do anything about the damage was irksome to me, too. At least one probable outcome of the boarders--especially given relative levels involved--is that they are repelled before they get to the cargo to damage it, and if the PCs are hired to guard the cargo and they successfully repel the boarders, I can understand if they would be upset that they will fail, no matter what, based on the ramming of their boat by the boarders' vessel. I can see my players being upset by that, especially knowing that they would have likely even seen to making sure the cargo was more secure. Leomund's Secret Chest and Rope Trick could be used in various ways to be sure that the cargo makes it with less risk of damage, too, as could simply ensuring the fragile cargo is well-packed.[/sblock]

In short, it seems like the author neglected many of the resources available to paragon (and even mid-heroic) tier PCs. Lest I seem too negative, though, I will point out that the encounters did seem tactically interesting.
 

Not only is the adventure (less than a three-encounter-delve) somewhat thin, I also thought that the premise might be at least a little weak. It seems like the devil's "gotcha" clause could be easily foiled by a simple (level 1) ritual.

Eh, that doesn't seem like too much of a challenge given how strict a devil contract could be.

[sblock]Ah, it is true you have repaired the items! But as you see in clause 23b, any damage to the merchandise is considered a breach of contract, even if they are ultimate delivered intact![/sblock]

Of course, I'd probably give PCs who use such approaches bonuses when it comes down to the bargaining!

Overall, I like the concept and the theme. I dislike that it is so short - two encounters really isn't an 'adventure' in my book. Hopefully the other adventure this month will be a proper one.
 

Hmm, glad to hear that the maps are maps and not sewn-together from Dungeon Tiles, but it's disappointing that the adventure's so short and, ehh, on rails (from the sounds of it).

Also, bummer that the long-awaited paragon content is so meager. :(

Still, it's good that there was something there.
 

I honestly think they are lacking in writers. You would think they would have someone on staff whose sole duty would be to write adventures for both modules and Dungeon.
 

I honestly think they are lacking in writers. You would think they would have someone on staff whose sole duty would be to write adventures for both modules and Dungeon.
Writing a single adventure takes a heap of time and I know from Paizo's blog how much effort and resources they need to put into their adventure lines to keep the adventures pouring out at a high standard. WotC most likely have enough chef's capable of editting submissions but not enough cooks producing submissions.

Good adventures and modules are something I'd love to see WotC focusing on. I'm always looking for stuff to inject into my game and at the moment, almost all of the good stuff is still coming out of Paizo.

Best Regards
Herremann the Wise
 

I agree that it would nice if the module were longer, however I enjoyed seeing a skill encounter that does not follow the strict skill challenge format (as somebody who enjoys incorporating skills but finds the skill challenge format confining.) I hope we continue to see more like this.

I honestly think they are lacking in writers. You would think they would have someone on staff whose sole duty would be to write adventures for both modules and Dungeon.

I would think that they'd have enough freelancers pitching. A few months ago I got a Dungeon pitch response that basically said they were full up on adventures. I wonder if that has changed. (Might be time to start sending ideas again).
 

Horrid.

It's not even large enough to be called a delve and it seems to be aimed at mid-paragon levels just to fill a slot in the schedule rather than because it's two-thirds of a paragon delve.

I think I will just read the Demonomicon article again: I really enjoyed that.
 

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