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Rescue at Rivenroar Posted

Well,

It looks like it was either awfully rushed or the editor was asleep at the switch. It is full of inconsistencies, bad grammar, poor descriptions and irrational design.

As an example, the second encounter starts with the "PC's outside the tavern." Except there is no tavern noted on the map for the encounter. There is both an Inn and a Bar but neither matches the dimensions of the tavern the characters just fought in.

Later a dwarven prisoner gives highly detailed directions. Unfortunately it doesn't say what/who the directions are to.

I don't know what's going on in the DDI offices at WotC but it's like they are deliberately trying to sabotage themselves.

JoS
 

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will they be releasing the maps, unmarked, in a separate PDF or zip file. This is one thing that Paizo did well.
Are you talking about when Paizo did Dungeon? Because I haven't seen them do this for their modules.
 

I have to say, I hate the online version of Dragon and Dungeon. My poor printer cannot handle a high-graphic 45 page document. I'd MUCH rather just purchase a magazine like in the good old days. Not a rant against 4E, which I love. This is a rant against what I think is a ridiculous business decision to go all digital on the magazines.
 

Well,

It looks like it was either awfully rushed or the editor was asleep at the switch. It is full of inconsistencies, bad grammar, poor descriptions and irrational design.

As an example, the second encounter starts with the "PC's outside the tavern." Except there is no tavern noted on the map for the encounter. There is both an Inn and a Bar but neither matches the dimensions of the tavern the characters just fought in.

Later a dwarven prisoner gives highly detailed directions. Unfortunately it doesn't say what/who the directions are to.

I don't know what's going on in the DDI offices at WotC but it's like they are deliberately trying to sabotage themselves.

JoS

You know, the funny thing is that the other 4E Dungeon adventures don't seem to have the same problems. Of course, I haven't read them in as much detail as this adventure, as I'm currently playing in one of them, but I haven't heard these kinds of complaints. You would think that if they're going to try to do an adventure path, one of hte most popular features of Paizo's Dungeon, they'd at least put a little extra effort into putting their best foot forward.
 

I have to say, I hate the online version of Dragon and Dungeon. My poor printer cannot handle a high-graphic 45 page document. I'd MUCH rather just purchase a magazine like in the good old days. Not a rant against 4E, which I love. This is a rant against what I think is a ridiculous business decision to go all digital on the magazines.

I can't help but agree with this.

While I do see some advantages to digital versions of the magazines such as the 'playtest' of the Artificer class, or that changes can be easily made if mistakes are found, I really wish that when they released the final compiled version that they would offer a printed magazine that you could buy/order as well.

I really do miss being able to just sit and relax with a coffee and a Dragon/Dungeon magazine.
 

I broke down the adventure to see what level my PCs should be at the completion. Let's see, we have:

18 Encounters (13 of Level 1 & 5 of Level 2)
If my math is right, these come to a total of 10105 XP

There is also a major & minor quest, worth 500 & 100 respectively.

Finally, there are 3 skill challenges (200zp, 200xp, 300xp)

Assuming the party of 5 complete every encounter, quest, and skill challenge, the grand XP total would be: 11405 XP, or ...

2281 for each PC. That would put them barely over 3rd level.

So should we expect the next adventure to begin at 3rd level?

If someone sees an error with my math, please don't hesitate to point it out.
 

Caudor- that's likely really. Most of the AP mods were for 2 levels or so. This AP is supposed to be 18 mods, so we can figure a few extra at the high end and that gives us 2 levels per.
 

There's also the optional travel rules, which include random encounters and a guaranteed 100 xp each way they travel (since, in order to reach their destination, they have to pass the challenge).
 

Since I'm here though, I suppose I may as well air my own complaints:

2. The do it yourself, look at your player's wishlist approach to treasure.

Oddly enough, I rather like this approach, the treasures in the module are all called out in the front, not hidden within the text of the adventure. Also, with the magical items' level given and not specific items, I can decide what is appropriate for the party, including looking at the characters wishlist of items. As it is it only leaves you making 5 or so item choices.

Phaezen
 

And just where is Rivenroar?

Or the key to the map of Brindol?

Very disappointing start to the first AP, especially if you look at the support Paizo gave to adventure paths.
 

Into the Woods

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