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Rescue at Rivenroar Posted

Considering the incredibly high production values Paizo has been putting into the Pathfinder series, this doesn't even come close. WotC is supposed to be the industry leader right? Right?! :erm:

And that treasure system is incredibly lame.

I'd argue that Paizo is the industry leader for adventures for many years now (starting with Dungeon, continued into Pathfinder and the Gamemastery adventures). The production values Paizo puts into their stuff makes everyone else pale in comparison. Sure the hardcover 3.5 adventures from WoTC were nice, but bang for buck, dollar for dollar Paizo does a way better job. Now, if I can just get them to switch to 4E :)
 

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I'd argue that Paizo is the industry leader for adventures for many years now (starting with Dungeon, continued into Pathfinder and the Gamemastery adventures). The production values Paizo puts into their stuff makes everyone else pale in comparison. Sure the hardcover 3.5 adventures from WoTC were nice, but bang for buck, dollar for dollar Paizo does a way better job. Now, if I can just get them to switch to 4E :)

My thoughts exactly. :)
 

Oh dear, the more I read this adventure the more disappointed I become.

It's not even clear how many raids on Brindol there have been, before the players encounter.

[sblock]
The fact the Adventure Synopsis says the prisoners have been moved around within Rivenroar for four days implies they were taken in an earlier raid.

This also seems to be confirmed by the fact the characters have no chance of catching up with captives or the stolen goods, before they get to Rivenroar.

Yet on page six it says that the stolen goods and missing captives only comes to light after the ogre attack.

But then the letter in the players handout appears to have been written at a time when they had the captives, but before they stole the items.

So how many raids were there and what got stolen when?

Also how the heck did a force of hobgoblins get so far into a walled city with an ogre pulling cart without raising an alarm? Especially since they would surely have been on high alert after the earlier attack(s)?
[/sblock]
 

Oh dear, the more I read this adventure the more disappointed I become.

It's not even clear how many raids on Brindol there have been, before the players encounter.

[sblock]
The fact the Adventure Synopsis says the prisoners have been moved around within Rivenroar for four days implies they were taken in an earlier raid.

This also seems to be confirmed by the fact the characters have no chance of catching up with captives or the stolen goods, before they get to Rivenroar.

Yet on page six it says that the stolen goods and missing captives only comes to light after the ogre attack.

But then the letter in the players handout appears to have been written at a time when they had the captives, but before they stole the items.

So how many raids were there and what got stolen when?

Also how the heck did a force of hobgoblins get so far into a walled city with an ogre pulling cart without raising an alarm? Especially since they would surely have been on high alert after the earlier attack(s)?
[/sblock]

Yeah, seriously...I have that same sinking feeling everytime I look at the thing and find something new that makes me go "what the...?".
 

The thing that I find the most jarring is just how 1st and 2nd level encounters consist of high level monsters like the Cave bear (6th level) and such. Oh, I know that the scale of what you can fight goes higher, I just didn't expect the math to work out for it to be so constant - two fang guards and a webspinner at first works out.

I haven't started playing 4E yet, but I'm putting together my first 4E adventure now, and I'm curious about this. How well do 1st level 4E PC's hold up against threats above their level? Has anybody played through Rivenroar yet to tell? Does anybody have any other experience that might shed light on the subject?
 

Well, the cartographer just put the Map Key up on the WoTC Forums.

1. City Gates
2. The Stone Wyvern (Tavern)
3. Axenhaft Security (Guard Service)
4. Shank's Shivs (Weapon Shop)
5. Brindol Market
6. Thirsty Zombie (Tavern)
7. Red Magic and Sundries (Magic Shop)
8. Shrine of Yondalla
9. The Craven Raven (Tavern)
10. Velorian's Playhouse
11. Brindol Academy
12. The Laughing Manticore (Tavern)
13. Kaal Manor (Noble Estate)
14. Teskerwill Manor (Noble Estate)
16. The Hall of Great Valor
17. Cathedral of Pelor
18. Brindol Keep
19. Haskin Mansion (Noble Estate)
20. Brindol Cemetery
21. Temple of Wee Jas

Two temples for Gods who don't exist anymore. Interesting.
 



And while I thought the module itself was fairly pedestrian (with the exception of the barfight and street battle of course), I have *never* been more excitied with D&D's handling of treasure than I am right now.

The parcel system is easily my favorite part of DMing 4th edition, and I fully expect continued supporting in all future modules. Thunderspire, I'm looking at you.

Unfortunately, Thunderspire does not use the open-ended parcel system.
 


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