Newest Adventure Path Module... meh...

Simplicity

Explorer
The latest Adventure Path module, "Secrets of the Soul Pillars" just came
out in Dungeon #109. Unfortunately, it's the first of the series that I just
don't like at all. Up until now, I've thought the adventures have been stellar.
Not this one.

The adventure weighs in at a hefty 37 1/2 pages, but in those pages there's remarkably little for an adventure party to do, and almost no justification to do it. Here's what I mean... In the 37 1/2 pages, we have:
1 full page illustration at the beginning.
4 pages of preparation/background/setting.
1/2 a page detailing how to scale the adventure.
4 1/2 pages detailing how previously met people can help the players in an investigation.
1/2 page detailing feats in non-core books.
1 page of campaign seeds and "story so far" sidebars.

That brings the adventure text size down to about 26 pages. It's almost like the Adventure Path series is crushing itself under its own weight. The adventure feels remarkably epic in terms of the people you meet, but remarkably non-epic in terms of the scope of the adventure itself.

The plot itself is ...
only effective if the players are curious about odd things for no apparent reason. Oh there's tons of important things going on. The players just don't get understand any of it.

Assassins come after the players. The players kill the assassins, find out that a high priest of Wee Jas sent the assassins after the players. So the players track the priest down... okay ... and then... the players decide that a random necromantic artifact, a cage, hanging in a Temple to the god of Death and Magic is important. Heck, it must be important because there's a handout that talks about it in some other priests quarters! Amongst the thousands of other scrolls that must be lying about the place.

So, the players are supposed to say, "Hey that looks funky. Lets go investigate a dungeon that is somehow related to it, but how we're not sure." Rather than "Hey. Someone is putting freaking OGRES in the town guard, taxing the hell out of the people, and making everyone really unhappy. Let's go find Lord Vhalantru, and beat the crap out of him."

Supposing that the players do investigate the mildy related dungeon to the semi-related artifact to some priest who tried to kill them, they may discover big things to kill... and some pillars that tell them that when you put something in the cages something bad will happen. Whoah. You mean to tell me that the giant hanging empty cage artifact that looks like it was made out of skulls and ribcages... is EVIL? Noooooo... It's a good thing there's a dracolich to guard that sort of information because, man ... hooo-boy. You don't want that getting out.

Anyways, I was disappointed in this one. I hope the next Adventure Path isn't so weighed down in setting details that it has no room for plot. Really, if the people playing this adventure weren't playing it as part of the adventure path... What do they care that Cauldron is set at the top of a volcano and the proprietor of Surefoot Livery is a 5th level Expert? Why does this sort of info need to be repeated here again and again?

Argghhh....
 
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Oh yeah...

And the unrelated interlude of the half-minotaur/half-dragon monster who is just wandering through a giant city ... What? Why isn't the town guard freaking out? Are they on break? This creature was looking for the adventurers. So, while he stomps through the whole city looking for them, no one does anything?
 

Oh there's tons of important things going on. The players just don't get understand any of it.
This is an ongoing headscratcher with regard to Dungeon adventures for me, where it seems that the thinking is that so long as the DM understands what's going on, that's enough. Adventures which seem arbitrary to the players, and never bother to explain to them why what happened happened, seem to be a bit too common. Mind you, once in a while, a movie which you don't understand the machinations behind (like Mulholland Drive) is okay...too much might scuttle a campaign, though.
 

rounser said:
This is an ongoing headscratcher with regard to Dungeon adventures for me, where it seems that the thinking is that so long as the DM understands what's going on, that's enough. Adventures which seem arbitrary to the players, and never bother to explain to them why what happened happened, seem to be a bit too common. Mind you, once in a while, a movie which you don't understand the machinations behind (like Mulholland Drive) is okay...too much might scuttle a campaign, though.

And this sort of thing is fine when it all comes together at the end, and the players can say... "Ahhhh... Now it all makes sense!" But there's none of that here.
 

Thats what you pay the $50 a year for. Eleven great adventures, and one crappy one. Yes, 37 somewhat useless pages out of 150? 200? is a lot, but what with everything else you get in Dungeon (I'm not a subscriber, but you have to be paying the money for something) putting up with some crappy content now and again isn't too bad I imagine...
 

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