kyonshi
2024-01-25 15:13:28 UTC
What are your favorite bad modules? The ones that are objectively bad in
one way or another, but somehow you still kind of like them for one
reason or another?
For me it's X9 Savage Coast.
It is not a good adventure. There's basically no point to why you do
things in there, and it even tries to force a change of allegiance on
you for no reason besides "these guys are lawful so they are actually
the good ones".
In fact reading through the module I noticed that this whole scenario
made more sense for chaotic players than lawful ones. There are two
orders, and it is the chaotic one (The Brotherhood of Light) that hires
them to check on their lawful counterpart. And over most of the
adventure there actually is no reason to dislike either side over the
other, as both orders are quite shitty to the natives, both exploiting
and enslaving them. Maybe this was supposed to be shown as different,
but it isn't.
One part of the problem was that this whole module was clearly not
complete. It ends with a non-resolution after fighting a particularly
devious monster in a ruined city, but why you should fight it, or even
how you are supposed to reach the city without railroading is not really
clear and needs to be worked out by the DM.
The answer came later in Dungeon Magazine: Tortles of the Purple Sage
was likely the stuff that was cut from the scenario, with some additions
that make it into another story. Put both of them together and you have
a quite impressive exploration scenario all along the Savage Coast and
the north of it. But for that you first would have to track down the two
early Dungeon magazines this was published in, and put the work in to
actually put them together.
one way or another, but somehow you still kind of like them for one
reason or another?
For me it's X9 Savage Coast.
It is not a good adventure. There's basically no point to why you do
things in there, and it even tries to force a change of allegiance on
you for no reason besides "these guys are lawful so they are actually
the good ones".
In fact reading through the module I noticed that this whole scenario
made more sense for chaotic players than lawful ones. There are two
orders, and it is the chaotic one (The Brotherhood of Light) that hires
them to check on their lawful counterpart. And over most of the
adventure there actually is no reason to dislike either side over the
other, as both orders are quite shitty to the natives, both exploiting
and enslaving them. Maybe this was supposed to be shown as different,
but it isn't.
One part of the problem was that this whole module was clearly not
complete. It ends with a non-resolution after fighting a particularly
devious monster in a ruined city, but why you should fight it, or even
how you are supposed to reach the city without railroading is not really
clear and needs to be worked out by the DM.
The answer came later in Dungeon Magazine: Tortles of the Purple Sage
was likely the stuff that was cut from the scenario, with some additions
that make it into another story. Put both of them together and you have
a quite impressive exploration scenario all along the Savage Coast and
the north of it. But for that you first would have to track down the two
early Dungeon magazines this was published in, and put the work in to
actually put them together.