RangerWickett
Legend
I edited the 5th adventure of War of the Burning Sky some 15 years ago, and over the years I've never really seen the same enthusiasm for it that I've seen for other Burning Sky adventures. I think all the adventures show their age (and reveal some of my early blindspots as an adventure writer), but the first four in the campaign form a solid arc, and people seem to really discover their characters based on what choices they make. But then number five doesn't really offer as much.
This review on DriveThruRPG points out that there's not a ton of decision points. It's a lot of 'go in a straight line, deal with a problem, and go in a straight line to the next problem.' DriveThruRPG.com - War of the Burning Sky 5E #5: Mission to the Monastery of Two Winds Reviews
So I'd like to improve the adventure. In this thread, I'll ponder how we can do it.
THERE WILL BE TOTAL SPOILERS FOR THE WHOLE CAMPAIGN AHEAD.
This review on DriveThruRPG points out that there's not a ton of decision points. It's a lot of 'go in a straight line, deal with a problem, and go in a straight line to the next problem.' DriveThruRPG.com - War of the Burning Sky 5E #5: Mission to the Monastery of Two Winds Reviews
This was the adventure that made me stop running this campaign. After the previous adventures, which ranged from fair to excellent, this one was a real letdown. The beginning is incredibly linear, offering little opportunities for the players to make decisions. It begins with an exposition dump and an on-rails trip to the village of Eresh, where there's nothing to do.
Once they arrive they discover the monastery is also off-limits and the players are essentially just waiting for one event (ommiting it here because it's a spoiler) to happen so the action begins. And once it begins it doesn't stop, the adventure becomes a series of fights until the PCs finally confront the villain. There's no mystery, no interesting things to do besides following the trail of breadcrumbs, the adventure is exceedingly short and it doesn't even play to its themes of peace or "balance" (the solution to the problems presented is just killing all enemies).
The most laughable part is how one of the main NPCs just shows up out of nowhere, all enigmatic, and doesn't say anything relevant. They go away immediately and the adventure says that they don't provide any more information, not for any personal reason, but because it's "better for the narrative". This was such a bad scene and was mocked by all my players and myself for how childish it is with its desire to be "mysterious" while at the same time not making any sense. It's being enigmatic for the sake of it, and worst of all, it even works against the adventure as it reveals the NPC as the cause of the strange events surrounding the town. If you're running this campaign, seriously consider skipping this adventure.
So I'd like to improve the adventure. In this thread, I'll ponder how we can do it.
THERE WILL BE TOTAL SPOILERS FOR THE WHOLE CAMPAIGN AHEAD.