Wrath of the River King

terraleon

Explorer
Disclaimer note: I was a senior patron and as such, I got to contribute and playtest portions of Wrath of the River King. Take that for what it’s worth.

The first thing that hits you as you open it up is the front cover. It has a definite "Wild Things" vibe to it that's great. The fantastic Rackham art that had been shown as the preview cover is still there, on the inside title page.

The layout is nice, the header font is very legible. Some of the art has a very medieval, woodcut, or Brothers Grimm theme to it, but that is probably both intentional and doesn't detract from the more detailed pieces-- if anything, they accent it.

The introduction sets up the backstory, the conditions for the start of the adventure, and the points at which milestones are met. The whole thing is light on initial hooks to get things going, but we're looking at a sandbox style adventure. Wolfgang is known for preferring that format, and it's one that puts more responsibility on the GM.

Chapter one kicks off with a great full page picture of a battle scene, providing some cool foreshadowing of things to come. It gives an overview of the village and region where the adventure begins, then launches into the encounters-- each one laid out in the 4E delve format. While I'm personally not thrilled with the limitations of the delve format in any product, it works here. The progression between the five encounters could be a bit more detailed, but again, that's the sandbox design.

There are six chapters in total, with 27 encounters in 96 pages. Combat outnumbers skill challenges about 15 to 8, but there are four purely roleplaying encounters and easily 3 to 4 of the combat encounters could be resolved through roleplay rather than initiative. If you played absolutely every encounter in this great tale, starting at 4th, you'd be creeping up on 11th level. There's quite obviously a lot to work with here. Compare that with Keep on the Shadowfell, which clocked in at 80 pages and 27 encounters—all combat.

The lack of a specific map of the Greater Feywild area allows you to place regions as you please, configuring the sandbox to your whims. It's another way the adventure puts a little responsibility on the GM, but I like that option, as it plays to the mutability and random nature of fae creatures.

Designer notes are scattered throughout, giving insights on particular encounters and possible twists to the encounters as written.

The Birch Queen's Fair is a sandbox that promises to entertain a group for *sessions*, providing characters, side games, interactions and sites that will keep them exploring and looking for more. Which gamer has ever hated going to the RenFest? Now put their characters at one... There's also a new ritual and some excellent roleplaying opportunities salted with a couple combats.

Like the Fair, the Court of the River King provides another interesting sandbox with lots of chances to interact, allowing players to make new allies or engage foes in courtly duels. The best part is that many of small choices sprinkled throughout the adventure can contribute to the encounters here.

It builds up to a fine cinematic conclusion that just about any group hungers for and doesn't disappoint. I'm quite thrilled by the quality and looking forward to getting a table seated to try it.
 

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Ummm....I am pretty sure you can buy the previous adventure if you sign up for the current one. Also this is the only 4E product I have even thought of purchasing.
 


It's effectively not purchasable.

You can (presumably) get it as part of becoming a patron, but that is emphatically not the same as being able to purchase the adventure itself.

And yeah, this stuff was missing from the rpg.net copy of this review, and it's missing here too.

Edit: And if you're saying you need to shell up even more dosh even if you've become a patron, then I fear the word "overpriced" isn't going to be enough...
 

It's more like "Purchase _Halls of the Mountain King_ and have the option of purchasing _Wrath_ at some point over the course of the patronage."

_Halls_ is projected to ship in...June, iirc? So you'd need to scrounge up about $5.50/month to pick up _Wrath_ before the option disappeared.

In which case, you end up with two adventures for 4E, one of which you had the opportunity to contribute to the development, and about six months worth of interaction and content...

For me, that's not overpriced.

-Ben.
 

Interesting discussion. Since you can sign up for the current project, and get access to this project, a review makes sense. It also makes sense for those that want to understand how good these are, in case they are later deciding whether or not to jump in.

That said, I bought it after signing up for the most recent project. It has significantly better production values than I anticipated, the adventure is well designed, and it is unique and different from WotC's offerings. It is clearly superior to Goodman's offerings at this time.

I'd rank this as a great product, well worth the money.
 


This seems like a great adventure, but it seems like there is absolutely no possible way to purchase it at this time, which really make the whole thing into a kind of insulting tease. I disagree that a review makes sense, if I'm correct that there is absolutely no way to purchase it - a review with a massive disclaimer saying "You cannot purchase this or in any way legally get hold of a copy at this time or for several months" would have made sense.
 

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