Rescue at Rivenroar has been posted thus kicking off WotC's first D&D 4th ed adventure path. An ambitious project, for the next seventeen months we are slated to receive a new adventure each month taking players from 1st to 30th level. The path, entitled 'Scales of War', is a sequel to the amazing 'Red Hand of Doom' 3.5, taking place in the Elsir Vale detailed first in that adventure.
So how does this first adventure do? Beware ... there are some minor spoilers which follow.
I knew it wasn't a good sign when James Jacobs (one of the original authors of 'Red Hand of Doom') posted that he had nothing to do with this AP. That's kind of like discovering that there is new Indiana Jones movie coming out and George Lucas, Steven Spielberg and Harrison Ford have nothing to do with it. Still, David Noonan has written some good stuff. Heck, he wrote 'Zenith Trajectory' for the first AP back when Dungeon was still printed on dead tree.
Still, I have to say, this adventure is disappointing. First and foremost, it is incredibly cliched. This isn't just well worn ground ... it's trampled into dust. You start at a tavern -- 'The Thistle and Antler' and a bar fight breaks out with some hobgoblins. Really. Tavern and bar fight. That's the opening scene for this adventure path. Could there possibly be a more cliched beginning to a D&D campaign?
After the dust settles, you learn that the bar fight was part of a raid and eventually this leads to a dungeon crawl to rescue a few prisoners taken by the raiders. The dungeon, allegedly catacombs of a castle, looks like something created by a random dungeon generator. It's populated with standard dungeon monsters (save for some gnomes who really are monsters) such as more hobgoblins, goblins, undead and so forth.
The monsters wait patiently in their rooms guarding prisoners ready to be slaughtered by our heroes. The adventure gives no thought or word count to how the monster might respond if they find some of their fellows slaughtered. Of course since they organize no patrols, its difficult to imagine how they would ever find out.
Eventually, you kill all the monsters on both of the levels, find all the prisoners and everything is grand once more. You do find an ominous letter though hinting that SOMETHING else ... something evil ... might be behind this incredibly inept raid.
Roll credits.
Immediately I am left with questions. What was the hobgoblins' plan? Did the prisoners serve some use? Were they to be ransomed? For what? From who? To what end? Why are gnomes, ettercaps, undead and such cooperating with these goblinoid kidnappers?No answers are given. What we are left with is an empty shell of an adventure that needs real work to put some meat on these bones.
Since this is an adventure path opener, it is difficult not to compare this to other AP starters. This holds up very poorly. Savage Tide opens with the atmospheric, genuinely spooky 'There is No Honor' set in a pirate port with cut throats, zombies, and a night time raid on a smuggler's ship -- brilliant! Age of Worms has 'The Whispering Cairn' a great and exciting example of what a well thought out dungeon crawl can really do. Even Shackled City, the very first we-were-still-learning AP, has 'Life's Bazaar' a story also about kidnapped hostages but so much more powerfully and compellingly done.
And don't even get me started about Paizo's two adventure paths. 'Burnt Offerings' (Rise of the Runelords AP) and 'Edge of Anarchy' (Curse of the Crimson Throne AP) -- these adventures are completely out of this one's league.
Do I have anything good to say about this adventure? Yes. It's free. And it does have some potentially tactically interesting fights. And unlike 'Keep on the Shadowfell' they did bother to give the villian a motivation. They just didn't bother to give him a plan.
So, to summarize. The longest of the adventure paths has begun. And WotC has proven once more that they are terrible (mostly) at writing adventures.
Gary
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