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Scales of War Adventure Path... How is it?
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<blockquote data-quote="Truename" data-source="post: 4654334" data-attributes="member: 78255"><p>It's not that bad.</p><p></p><p>Here's my (spoiler-free) mini-reviews of the seven adventures so far:</p><p></p><p>1. <strong>Rescue at Rivenroar.</strong> I've DM'd this one. Starts out with a great encounter and quickly goes into tedious, boring, senseless dungeon crawl. Written by Dave Noonan, which makes me wonder if it was a rushed repurposing of one of his dungeon delves.</p><p></p><p>2. <strong>Siege of Bordrin's Watch.</strong> I've DM'd all but the last few encounters of this one. It's linear and combat-focused, but it has a strong theme and nearly all of the encounters are dynamic and interesting. It includes a complete, well-detailed city and bunch of new monsters.</p><p></p><p>3. <strong>Shadow Rift of Umbraforge.</strong> Just dripping with flavor and exotic locales. I'm looking forward to running this one. The ending is on some heavy rails, but I expect that I'll be able to fix that. There's a major continuity snafu with the previous adventure, but that's only a problem if you run Siege without reading this one first.</p><p></p><p>4. <strong>Lost Mines of Karak.</strong> I'm not sure what to think of this. Despite the title, it's not really a dungeon crawl. There's a nice variety of locations. I'm having trouble imagining how it will play out (as I usually do.)</p><p></p><p>5. <strong>Den of the Destroyer.</strong> Others have praised this one. It's the most dungeon-focused so far, and looks pretty good, with interesting locations, NPCs, and lots of new monsters.</p><p></p><p>6. <strong>The Temple Between.</strong> This one just looks awesome. Huge, epic in scope, it really feels like a capstone to the heroic tier adventures. The only problem I have with it is that it's supposed to tie together the plot points from the previous adventure, but the big reveal was a surprise to me--and if it didn't make sense to me, what will my players think? I'm left wondering how to foreshadow it.</p><p></p><p>7. <strong>Fist of Mourning.</strong> Yuck. Feels rushed and disconnected... a lot like Rescue at Rivenroar, in fact. The adventure advises that you can either drop the PCs at the dungeon entrance or use the slow start; the slow start read-aloud text says (I'm not kidding): "So, you have your task. Now you’ve chosen to investigate elements of it." Add in unrelated, reused art and it really feels poor. On the good side, it's optional, and given the snowstorms around that time I'm willing to give WoTC a bye on this one.</p><p></p><p><strong>The Adventure Path as a whole:</strong> Except for 1 and 7, the individual adventures are serviceable and some look really promising; the overarching plot seems weak, but there are connecting elements and as DM I intend to play them up. They may work better in practice than they do on paper.</p></blockquote><p></p>
[QUOTE="Truename, post: 4654334, member: 78255"] It's not that bad. Here's my (spoiler-free) mini-reviews of the seven adventures so far: 1. [b]Rescue at Rivenroar.[/b] I've DM'd this one. Starts out with a great encounter and quickly goes into tedious, boring, senseless dungeon crawl. Written by Dave Noonan, which makes me wonder if it was a rushed repurposing of one of his dungeon delves. 2. [b]Siege of Bordrin's Watch.[/b] I've DM'd all but the last few encounters of this one. It's linear and combat-focused, but it has a strong theme and nearly all of the encounters are dynamic and interesting. It includes a complete, well-detailed city and bunch of new monsters. 3. [b]Shadow Rift of Umbraforge.[/b] Just dripping with flavor and exotic locales. I'm looking forward to running this one. The ending is on some heavy rails, but I expect that I'll be able to fix that. There's a major continuity snafu with the previous adventure, but that's only a problem if you run Siege without reading this one first. 4. [b]Lost Mines of Karak.[/b] I'm not sure what to think of this. Despite the title, it's not really a dungeon crawl. There's a nice variety of locations. I'm having trouble imagining how it will play out (as I usually do.) 5. [b]Den of the Destroyer.[/b] Others have praised this one. It's the most dungeon-focused so far, and looks pretty good, with interesting locations, NPCs, and lots of new monsters. 6. [b]The Temple Between.[/b] This one just looks awesome. Huge, epic in scope, it really feels like a capstone to the heroic tier adventures. The only problem I have with it is that it's supposed to tie together the plot points from the previous adventure, but the big reveal was a surprise to me--and if it didn't make sense to me, what will my players think? I'm left wondering how to foreshadow it. 7. [b]Fist of Mourning.[/b] Yuck. Feels rushed and disconnected... a lot like Rescue at Rivenroar, in fact. The adventure advises that you can either drop the PCs at the dungeon entrance or use the slow start; the slow start read-aloud text says (I'm not kidding): "So, you have your task. Now you’ve chosen to investigate elements of it." Add in unrelated, reused art and it really feels poor. On the good side, it's optional, and given the snowstorms around that time I'm willing to give WoTC a bye on this one. [b]The Adventure Path as a whole:[/b] Except for 1 and 7, the individual adventures are serviceable and some look really promising; the overarching plot seems weak, but there are connecting elements and as DM I intend to play them up. They may work better in practice than they do on paper. [/QUOTE]
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