WotC's Epic Adventures

I've only read them. I probably won't run any of them. Perhaps I'll steal a couple of encounters but that's about it.

I actually liked E1 best. E3 also has some nice elements. E2 was pretty bad, imho. Bad skill challenges and worse combat encounters (undead, undead, undead, and even if you actually encounter something non-undead it will be vulnerable to radiant damage *phew*).

The storyline may be nice but its execution is very railroady and it would probably be best to rewrite the majority of the encounters. My main criticism would be that while the themes are epic, you don't get the feeling the pcs are epic since they're basically reduced to play tokens in the schemes of gods and archdemons.

None of the modules deal particularly well with a party trying to 'act' epic. E.g. E2 recommends to punish pcs trying to use flight to bypass encounters by harassing them with random encounter after random encounter until they give up. What kind of design is that?!
Similarly, failing a roll in a skill check is usually punished by additional encounters. *blech*

The best thing about them is the artwork. Especially the pieces by Francis Tsai.
 

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Wow... 2 pcs... something seriously wasn't working there. That's crazy!!! And no healer? What was happening that made you so invulnerable to the monster's attacks exactly. What do you think was going wrong from your point of view? I'd like to avoid this kind of thing if my group ever reaches these levels.


Well, ultimately it was easy because our DM respected my defender mark WAY too much and chose to have the monsters focus way too much attention on my character, rather than ignoring me and going persistently after the striker. Because I set out to build a Warden who would be "unkillable" even without a healer, and boy, did I succeed. So the DM should have had a lot more creatures just ignore me and go after the much squishier and insane-damage-dealing Sorcerer (or Monk in a few sessions), and that would have changed the whole story.

However, because there were only two of us, and no real healer, he kinda felt like he couldn't do that, or else he'd too easily kill off the striker, and then it would just be me, and how lame would that be?

I dunno, our DM isn't super-tactical, and is too worried about being nice, and not being "unfair". And the other two guys whom I played with off and on, and myself, ARE super-tactical, and really damn good players. So we kinda ran wild over the encounters.


Here's what my Warden (multiclassed Warlord and Druid) looked like going into the last session of the adventure:

[sblock]
====== Created Using Wizards of the Coast D&D Character Builder ======

Adamas the Uncarved, level 23
Dwarf, Warden, Earthfast Brigadier, Chosen
Build: Earth Warden
Guardian Might: Earthstrength
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Strength
Background: Windrise Ports, Earth Steward, Revered Elder, Thunderpeaks (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 22, Con 28, Dex 12, Int 12, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 14, Con 18, Dex 10, Int 10, Wis 11, Cha 8.


AC: 43 Fort: 36 Reflex: 29 Will: 29
HP: 214 Surges: 23 Surge Value: 62

TRAINED SKILLS
Nature +18, Dungeoneering +22, Perception +18, Athletics +20, Endurance +27

UNTRAINED SKILLS
Acrobatics +10, Arcana +12, Bluff +11, Diplomacy +11, Heal +13, History +12, Insight +13, Intimidate +11, Religion +12, Stealth +10, Streetwise +11, Thievery +10

FEATS
Level 1: Toughness
Level 2: Student of Battle
Level 4: Initiate of the Old Faith
Level 6: Durable
Level 8: Timely Respite
Level 10: Earthstrength Resilience
Level 11: Dwarven Durability
Level 12: Vital Form
Level 14: Earthstrength Defenses
Level 16: Hammer Rhythm
Level 18: Weapon Expertise (Hammer)
Level 20: Improved Initiative (retrained to Stoneheart Warrior at Level 21)
Level 21: Epic Recovery
Level 22: Second Skin

POWERS
Initiate of the Old Faith: Swarming Locusts
Warden at-will 1: Strength of Stone
Warden at-will 1: Tempest Assault
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Mountain's Thunder
Warden utility 2: Erupting Font
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Wellspring Strike
Warden utility 6: Bear's Endurance
Warden encounter 7: Mountain Hammer
Warden daily 9: Form of the Stone Sentinel
Warden utility 10: Spiritual Rejuvenation
Warden encounter 13: Ponderous Strike (replaces Roots of Stone)
Warden daily 15: Form of the Crushing Mountain (replaces Wellspring Strike)
Warden utility 16: Vine Poultice
Warden encounter 17: Earth Hold's Rebuke (replaces Ponderous Strike)
Warden daily 19: Form of the Crushing Mountain (replaces Form of the Crushing Mountain)
Warden utility 22: Wellspring of Life

ITEMS
Stalkerhide Armor of Enduring Health +5, Pierced Heart Tattoo (paragon tier), Rousing Hammer Throwing hammer +1, Hammer Shield Heavy Shield (heroic tier), Iron Ring of the Dwarf Lords (paragon tier), Dynamic Warhammer +5, Necklace of Fate +4, Backbone Belt (paragon tier), Parry Gauntlets (heroic tier), Boots of Quickness (heroic tier), Circlet of Indomitability (heroic tier), Phylactery of Action (heroic tier), Bracers of Brachiation (heroic tier), Wavestrider Boots (heroic tier), Cap of Water Breathing (heroic tier), Reading Spectacles (heroic tier), Cannith Goggles (heroic tier), Moradin's Blessing of Iron (level 3), Potion of Clarity (level 10) (5), Salve of Power (heroic tier) (4), Backpack (empty), Bedroll (2), Climber's Kit, Crowbar, Everburning Torch (2), Flask (empty) (2), Flint and Steel, Holy Symbol, Oil (1 pint) (2), Hempen Rope (50 ft.) (2), Pitons (10), Belt Pouch (empty) (2), Torch (2), Waterskin (2), Trail Rations (30), Sunrod (20), Potion of Healing (heroic tier), Maw of the Guardian Warhammer +5, Handy Haversack (heroic tier), Everlasting Provisions (heroic tier), Solitaire (Violet) (epic tier), Residuum (Any) (50000), Bloodcrystal Raven Skull (epic tier), The Raven Queen's Shroud (level 23), Dawn Warrior Warhammer +5, Ring of the Fallen (paragon tier), Potion of Vitality (paragon tier) (10), Potion of Resistance (paragon tier) (5), Glowstone (heroic tier) (5), Tempest Whetstone (heroic tier) (30), Unguent of Darkvision (paragon tier) (4), Foe Stone (paragon tier), Sending Stones (pair) (paragon tier), Map of Orienteering (heroic tier), Endless Canteen (heroic tier), Watchful Eye (paragon tier), Sail of Winds (paragon tier)
RITUALS
Scroll of Raise Dead

======
[/sblock]


All of that stuff he's got is just the standard starting kit for a level 21 character, plus what we found in the actual adventure. And note that there are several of those powers that I literally never used in the entire adventure, because I didn't need to, or only used once ever. (Wellspring of Life, Form of the Stone Sentinel, and Bear's Endurance were all big self-healing daily powers that I never used even a single time in the whole adventure. I never needed to use Spiritual Rejuvenation in the whole adventure, either. Vine Poultice is another daily heal that I only ever used once, on the other player. The daily Inspiring Word I used three or four times, but always only on the other guy.)


The key to Adamas' invincibility is the ludicrousness of epic Dwarf Warden Second Wind nonsense. First of all, note the 214 hit points and 23 healing surges per day. Then consider that he can use Second Wind at least four times every single encounter, as a free action. (And had daily powers to give himself an additional use twice more, so he could, if necessary, use Second Wind six times in a single encounter, once a day. That was never necessary for me.)


When he uses Second Wind (as a free action, mind you) some serious ridiculousness occurs:

He gets back 91 hit points, can make an immediate saving throw, gains resist 8 all until the end of his next turn, gains +4 damage to his next attack, and gains +15 to all four defenses until the beginning/end of his next turn.


As a free action. At least four times every encounter.

And then I had all of those other powers to use for self-heals, regeneration, auto-getting back up at 0, extra Second Winds, and so forth. Which I never even needed to use. But I was prepared, in case things ever got hard.


The striker(s) would do insane damage and run around and make themselves hard to target, while I multi-marked and knocked things prone and slowed things and hit fairly hard for a defensively-focused character (2d10+26 usually), making myself enough of a nuisance that most of the time, most attacks were focused on me. And then I'd heal myself back to full and become unhittable on any defense except with natural 20s for a round, and repeat that over and over.

The creatures don't have enough hit points to outlast even one well-built epic striker's damage, and they sure as heck don't hit hard enough to outlast my obscene bucket of hit points and self-heals. Oh, and that Font of Life save at the start of every turn pretty much made a mockery of most conditions they'd put on me.


So yeah, if you're DMing and have an unkillable epic defender in the party, you need to ignore him and just stay after his friends, no matter how difficult or inconvienient they make that, because as Adamas the Uncarved would say, "Ye ain't gonna get blood from this stone!"


Anyway, in fairness, some degree of the lack of challenge we experienced in E1 is the fault of our DM, and our own crazy-good characters. But really, the module's encounters are NOT well-tuned for epic PCs of even moderate skill. If we'd had three more friends with us, too, how silly would that have been?
 


I played it part way through with a group of 6, and ran roughshod over the first encounter in the module. The DM then began combining and bumping up encounters to compensate. Same as you we didn't cheeze it up (no fey chargers or crap like that), but my warden had a similar experience (even without the multiple second winds/encounter)

I find all WoTC modules/adventures to be cakewalks, especially LFR ones (which there I understand as they're trying to appeal to a casual or new gamer and don't want to hand their head to the new person). Also, with all the options out now the power level vs. PHB only has sky-rocketed and you can build some absolutely amazing PC's. I'm sure when it was play-tested it might have provided a decent challenge, which is the problem with offering more powerful options with every release.

In your case fire, I do believe the DM did a poor job of running the adventure. There's no way two PC's should've skated through the module as our DM had ramped it up and against our 6 had pushed us to the edge (and even a bit over it) by the 4th encounter.

Here's my PC at the start

[sblock=ooc]
====== Created Using Wizards of the Coast D&D Character Builder ======
Kalas Graybeard , level 21
Revenant, Warden, Son of Mercy, Chosen of the Raven Queen
Build: Wild Warden
Guardian Might: Wildblood
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Wisdom
Background: Geography - Forest (+2 to Perception)

FINAL ABILITY SCORES
Str 24, Con 15, Dex 17, Int 10, Wis 24, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 15, Int 8, Wis 16, Cha 10.


AC: 37 Fort: 35 Reflex: 31 Will: 35
HP: 188 Surges: 12 Surge Value: 47

TRAINED SKILLS
Nature +22, Endurance +19, Athletics +19, Perception +24

UNTRAINED SKILLS
Acrobatics +10, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +17, Heal +17, History +10, Insight +17, Intimidate +13, Religion +10, Stealth +10, Streetwise +11, Thievery +10

FEATS
Level 1: Sudden Roots
Level 2: Mounted Combat
Level 4: Stubborn Survivor
Level 6: Toughness
Level 8: Human Perseverance
Level 10: Death's Blessing
Level 11: Wildblood Speed
Level 12: Action Recovery
Level 14: Reaper's Resistance
Level 16: Weapon Focus (Heavy Blade)
Level 18: Psychic Lock
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Heavy Blade Mastery
Feat User Choice: Weapon Expertise (Heavy Blade)

POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature's Abundance
Warden encounter 3: Predatory Guardian
Warden daily 5: Hail of Thorns
Warden utility 6: Bear's Endurance
Warden encounter 7: Stalker's Positioning
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Shield of Stone
Warden encounter 13: Creeper's Grasp (replaces Wildblood Frenzy)
Warden daily 15: Form of the Rowan Sentinel (replaces Hail of Thorns)
Warden utility 16: Cleansing Earth
Warden encounter 17: Call Forth the Harvest (replaces Stalker's Positioning)
Warden daily 19: Blizzard Strike (replaces Form of Winter's Herald)

ITEMS
Githyanki Silver Longsword +4, Adventurer's Kit, Trollskin Darkhide Armor +4, Throwing Shield Heavy Shield (heroic tier), Boots of Eagerness (heroic tier), Strikebacks (heroic tier), Impenetrable Barding (heroic tier), Horseshoes of Speed (heroic tier), Mirrored Caparison (heroic tier), Bridle of Rapid Action (heroic tier), Life Shroud (heroic tier) (2), Coif of Focus (epic tier), Nightmare, Belt of Mountain Endurance (paragon tier), Premonition Ring (paragon tier), Ring of Invigoration (paragon tier), Potion of Regeneration (paragon tier), Iron Armbands of Power (paragon tier), Oil of Flesh Returned (heroic tier), Unguent of Darkvision (paragon tier), Caustic Whetstone (heroic tier), Brooch of Vitality +4, Saddle of the Nightmare (paragon tier)[/sblock]
 

This is exactly the advice I was hoping for when I started the thread. And this is why I'm taking three months to prep the adventure path for my group.

I started reading E1 in depth last night.

A major failure I noticed right away was the first section: The player's are advised to do some research to figure out what is going on. Instead of this being a number of minor quest skill challenges, each piece of knowledge is presented as a straight up skill check. IMHO this is a serious mistake and failure to take advantage of one of the best features of 4E (that being skill challenges). Too, the journey through Zvomarana and the tests should be skill challenges, IMO.

Scanning some of the encounter areas, I saw a few places that basically said "if the adventurers were clever enough to get to this point without combat, the antagonists are wise to them via some deus ex machina and will fight to the death". That's just unnecessary. Why did the authors feel they had to pull crap like that?
 

I'm running E1 right now, and the monsters in it don't stand up to well built characters using all available material. We have a party of four characters, and I'm using the encounters built for five characters and adding +10 to every damage roll the monsters make. Its still a cakewalk.
 


Is the major unbalance a result of the module not conforming to epic guidelines, or is epic level play just not right?

I think it is largely that optimized characters will always tend to overpower monsters straight out of the book. More options by epic levels means optimization gets more effective. And I think 4E is especially hurt by the 'epic fixes' of Expertise, Defense feats, etc - which were never really needed, and now just mean epic characters are by default a bit beyond where they should be.
 

Is the major unbalance a result of the module not conforming to epic guidelines, or is epic level play just not right?

It looks like they seriously messed up damage for paragon and especially epic monsters. You probably wouldn't go way wrong if you just doubled damage for every epic monster.

There is a poster on rpg.net who puts a lot of work into statistical analysis of monster output vs expected defender HP (Yakk). In this thread he analyzes the MM1: WIR 4th Edition Monsters Manual - RPGnet Forums.
 

They messed up damage, but the big problem in my game is that they messed up the monsters to-hit bonuses. The monsters miss all the time. And throwing lower level monsters in the mix like they routinely do in these modules is a disaster. A level 19 brute going against level 22 characters is monster suicide.

I'm relieved to see I'm not the only one having this problem in the epic tier.
 

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