Troubled Times, Troubled Adventures: Waterdeep, part three

Waterdeep Chapter 3 assumes that the PCs watched as Midnight saved the day yet again and that they are okay with having Bhaal incapacitated rather than dead. Admittedly, they can’t kill off Bhaal without some fatalities – as demonstrated in Tantras, a dying god goes out with a literal bang that devastates everything in the area. Still, this would seem like an ideal time for a resourceful and noble PC to get everyone else out of the area and put down the Lord of Murder once and for all.

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Troubled Times, Troubled Adventures: Waterdeep, part two

Chapter 2 of Waterdeep wastes no time in telling us where the plot is going to go: “Midnight can think of nothing but her lost spell book. She needs a spell book to cast spells, and the party certainly needs her magic! Everyone should agree at this point that one of the first things they must do is find a way to replace the lost book.”

I’m beginning to wonder if these adventures were even designed for parties with a mage. If the group has a mage on hand, he’s been entirely useless this whole trilogy. His magic hasn’t worked reliably, and he’s been routinely dwarfed in power by Midnight and Elminster, both of whom operate with power of plot while the PC mage is bound by the rules.

Continue reading “Troubled Times, Troubled Adventures: Waterdeep, part two”

Troubled Times, Troubled Adventures: Waterdeep, part one

Who will be the new gods?

The God of Strife is dead, destroyed in his attack on Tantras, and Midnight and the player characters have recovered the first Tablet of Fate – one of a pair of mysterious artifacts that will return the gods to their former glory and save the Realms from the fallen deities’ wrath.

But the quest isn’t over! To find the other Tablet of Fate, your heroes must travel across Faerûn to Waterdeep, the City of Splendors. But both Midnight’s former ally, Cyric, and Myrkul, the Lord of the Dead, want the tablets for their own dark ends, and they will stop at nothing to capture Midnight – even if it means the destruction of the Realms!

Waterdeep marks the third and final portion of the Avatar Trilogy. It is also the most epic, with the PCs taking on multiple gods and meet Ao the Overlord himself. Perhaps because it has so much epic potential, it’s also the worst of the three modules, repeating all of the mistakes in the first two modules and then ending in the ultimate screwjob to the PCs. (Well, maybe not as ultimate as the “Rocks fall, everyone dies” ending of Neverwinter Nights 2, but it’s right up there.)

I think the cover, like the covers of Shadowdale and Tantras, is recycled art from another TSR product. But unlike Tantras, this recycled art makes sense, as it sets a pair of adventurers right in front of the Yawning Portal, a popular inn in Waterdeep. The woman even resembles Midnight’s description in the text, although it doesn’t mention her being so scantily clad in the flavor text. The back of the product says the module is for four to six PCs of levels six to nine, which is in line with the other modules. And a blurb on the front cover advertises the adventure as compatible with both 1st and 2nd edition AD&D, although we already saw some of 1st edition fall away in the last module with every assassin in the Realms dying at once.

The introduction gives us a breakdown of the story so far, in case the DM didn’t run the first two adventures. It also explains that the NPCs Midnight, Adon, and Kelemvor, are required for this adventure. Of note, both Adon and Kelemvor are 5th-level characters, meaning that they should be lower level than the PCs. Naturally, we can expect level not to matter, since they and Midnight are massively plot protected.

The prologue also gives details about the plans of Myrkul and Bhaal, the two remaining evil gods who stole the Tablets of Fate in the first place. The gods are manipulating Midnight and the PCs, allowing them to find the Tablets only to rob them afterwards. We begin with an in media res opening for the PCs, who took a ship from Tantras to Waterdeep only to get booted off because of a magical storm that caused the captain to think they were bad luck. So Chapter 1 begins back in Cormyr, not far off from where the PCs got involved in this whole mess in the first place and with several hundred miles of travel to go before reaching Waterdeep.

As in Tantras, there are no random encounters or non-plot related events here – the PCs should be used to having no freedom by now, anyway. And, as should be expected, we open up with an offstage event. The PCs are being pursued by two groups: followers of Bane, who blame Midnight for the death of their patron god (even though it was very clearly Torm who killed Bane in Tantras), and Cyric, who hopes to grab the Tablet of Fate from them. Cyric was, after all, the guy who walked around the last module wearing an “I’m evil” t-shirt but who still surprised all the NPCs with his sudden yet inevitable betrayal.

Continue reading “Troubled Times, Troubled Adventures: Waterdeep, part one”

Troubled Times, Troubled Adventures: Tantras, part six

And now we’re on the final chapter of Tantras. In a good module, this would be a massive and memorable set-piece that would have the players talking about it years later. Bane is about to invade Tantras, meaning that he’s going to do battle with Torm. While chaos rages in the city, the PCs have to find their way to the Tablet of Fate, all the while dodging the two brawling gods in the streets.

But this is the Avatar Trilogy, meaning that interesting choices and perilous scenarios aren’t really allowed. The PCs are accompanied by Midnight, Adon, and Kelemvor, who will do everything for them if necessary. Additionally, Elminster is around this time, grabbing the heroes by the wrist and leading them along the way.

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Troubled Times, Troubled Adventures: Tantras, part five

The old saying from Spaceballs is that evil will always triumph because good is dumb. In the Forgotten Realms, it’s the other way around – evil is so very, very stupid. To illustrate that point, Chapter 5 opens up with the following off-screen event:

“Cyric arrives in Scardale, leading a Zhentilar force. To test this rising star in his ranks, Bane has sent him (along with Durrock, the assassin who led the assault on the PCs) to Tantras, to kill Kelemvor for his treachery and to capture Midnight. Bane is worried that the PCs are getting close to the Tablet of Fate.”

You would think that Bane curing Kelemvor of his panther-itis would have come with a price, but it didn’t. Bane gave Kelemvor everything he needed on good faith that the warrior would betray his friends. Moreover, he’s worried that the PCs are getting close to the Tablet of Fate…didn’t he just capture them last chapter? It’s a case of, “Why don’t you just kill them?” He knows that Midnight is the one of value, and she was sitting bound and drugged in a cell when either Adon or the PCs saved her. Had Bane just killed the helper characters, he wouldn’t have had to make his idiot bargain with Kelemvor in the first place. Not that I’m advocating that the PCs should have been killed off, but it would have been nice to see a villain show some competence. Bane supposedly got his divinity by tricking the old god of death, Jergal, into relinquishing his power. Did Jergal have the intelligence of a tree stump, or has Bane just become really stupid in his later years?

Before the events begin, the PCs finally arrive in Tantras. A guardsman calls out to them as they dock:

“Ho, the ship!” bellows one, from a raised stone deck ahead of you. “Lose way – you’re too fast in, by far! Fend you off from these” – he waves at three gigantic, seagull-covered spires, rising dark and glistening from the water – “and turn in here. That beyond’s for larger boats. Turn in, I say!”

Around the officer, as he speaks, a dozen archers come to look down at you, and ready shafts to their bows.

Wait…what?

This is going a bit far…the designer is begging to give the PCs an excuse to get killed here. The docking could have gone nice and smooth, but instead the PCs’ first impression of Tantras is thirty archers aiming bows at them for what amounts to illegal parking. If the PCs ignore the warning, they become perforated. If they have common sense, they dock and everything goes smoothly. An adventure is perilous enough as is…is it really necessary for a module to contain the possibility of the PCs getting killed by overzealous traffic cops?

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Troubled Times, Troubled Adventures: Tantras, part four

Chapter 4 picks up after the PCs have been captured and brought to Scardale. They had to go to Scardale to get to Tantras anyway, so I’m not totally sure why there was such a need to have them captured. Maybe the capture was actually meant to enforce the plot in case the players have any resistance left. I haven’t read the novels in a long while, so maybe this was a scene from the novel. Or maybe the capture was put in after the fact because the module was a bit short page-count wise and they needed to beef it up. Either way, the PCs are bound for Scardale no matter what.

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Troubled Times, Troubled Adventures: Tantras, part three

Chapter 3 starts off with a big block of off-stage events for the DM that is not meant to be shared with the PCs. The NPC Kelemvor continues to hunt the PCs, but has doubts about doing so because he feels they were wrongly imprisoned. In an editorial oversight, the text also refers to the PCs as “his former companions,” when he hasn’t been introduced directly in the adventure. Like Adon, Kelemvor is being shoved into the plot because he was in the novels. It seems like Shadowdale was set up to at least try to allow the PCs some wiggle-room away from the events of the book, but that Tantras is running lock-step with the novel. I’m thinking some tight deadlines were involved, resulting in this module (and probably the whole series) getting rushed out before it was even proofread or playtested. The latter might be a moot point, because I’m not entirely sure that TSR under Lorraine Williams ever actually playtested their products.

In other off-stage events, Myrkul has restored Bane after his battle against Elminster at the end of Shadowdale. Bane’s new goal is to capture Midnight, whom he correctly believes to be linked to the now-dead Mystra.

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Troubled Times, Troubled Adventures: Tantras, part two

Chapter 2 is about as close as Tantras gets to resembling an actual adventure. It details the trip down the Ashaba River, which is a tumultuous one thanks to the magical chaos effecting the land. It really boils down to a series of random encounters that don’t have a huge effect on the plot, but those encounters are particularly precious in these adventures. After all, they’re the only times when the PCs get to actually go something for themselves.

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Troubled Times, Troubled Adventures: Tantras, part one

Elminster has been murdered.

And to make matters worse, the player characters who helped save Shadowdale from the armies of Zhentil Keep in Shadowdale (FRE1) have been sentenced to death for killing the old sage. They’re innocent, of course, but in this time of troubles in the Realms, truth and justice are not always served. Imprisoned in the Tower of Ashaba, the heroes must escape if they are to survive!

Later, when the heroes start their quest for the first of the mysterious Tablets of Fate – mighty artifacts stolen from the overlord of the gods himself – they come up against an even greater peril: Bane, the God of Strife, and his ally, the God of Death, have set in motion a plot to capture the heroes and their companions. You must face deadly assassins, nightmarish monsters, and violent storms on your way across the Dalelands. And the worst threat of all is an unexpected one – the man who helped you earlier has now joined the side of Bane and the forces of Zhentil Keep.

Perhaps it’s the rushed ending of Shadowdale, but the blurb for Tantras doesn’t nearly seem as appealing as the one from the previous module did. Maybe it’s because of the whole “sentenced to death” line – the last module ended with the PCs being accused of killing Elminster, but not sentenced. One would assume that Lord Mourngrym, a fair man who the heroes had a chance to speak with in the last adventure, would give them a just trial. But if we’re really starting off with being sentenced to death, it looks like the opportunity for the PCs to defend themselves will never really get realized. A shame, as trials in RPGs can be amazingly satisfying when done well.

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Troubled Times, Troubled Adventures: Shadowdale, part six

And now we’re at Chapter 6, the last section of this adventure. There are no random encounters in this chapter – everything that happens from here on out is plot-related.

To summarize the story so far:

  • In Chapter 1, there was a really bad storm. A bunch of important stuff happened, but the PCs didn’t get to see any of it.
  • In Chapter 2, a mysterious woman named Caitlan begged the PCs to help find her mysterious mistress who was being held captive at Castle Kilgrave. Whether it was the chance for adventure, the inviting sound of the castle’s name, or the fact that Caitlan cried and groveled if they refused, the PCs took the job. They were also joined by a magic-user named Midnight, whether they wanted her or not.
  • In Chapter 3, a bunch of ill-defined stuff happened at Castle Kilgrave. The text is vague, leaving it up to the DM to come up with personalized material for each of the players. I thought that modules were supposed to make less work for the DM, but whatever. What is defined is that Caitlan was actually an avatar of Mystra, the goddess of magic, who had been captured by Bane, the god of strife. Mystra merged with Caitlan and took a plot MacGuffin from Midnight.
  • In Chapter 4, a ton of cool stuff happened, including the death of Mystra and the PCs finally being informed that the gods have all been cast down from the heavens. Unfortunately, the PCs didn’t get to take part in any of these events – it was all just read aloud by the DM.
  • In Chapter 5, the PCs and Midnight had to set out for Shadowdale to meet Elminster the Sage. If they didn’t, a 14th-level paladin showed up to kill them.

Let’s see if this chapter goes any better…

Continue reading “Troubled Times, Troubled Adventures: Shadowdale, part six”