Synopsis: “Treasure of Talon Pass” is a an adventure for 4e D&D designed to take 2nd level characters to 3rd level. It is a fairly typical dungeon crawl that works well enough but also does not take advantage of environments and non-combat elements enough to make it more interesting than a string of combats.
Production: The print product was only available during Free RPG Day, but can be downloaded from WotC’s site in PDF for free. The product is 32 pages, of which the adventure is the first 20 (including one new magic item.) The remaining pages include 5 2nd level pregenerated characters and ads.
Notes: There are some spoilers for the adventure in the following review. If you are planning on playing in this adventure, ask your DM before proceeding.
Setup: The setup for the adventure is a relatively simple hook: a noble is looking for a rare piece of jewelry known as the “Jade Chalice” and has information on where it is, and needs the PCs to retrieve it. Complicating the fact is that a band of mercenaries from the “Nightfist” organization are after it too. There are plenty of opportunities there to drop the adventure into campaigns, from the treasure itself becoming more important, to the party becoming involved with a noble, and even the mercenary organization full of orcs is ripe to be dropped into games.
Adventure: The dungeon itself is relatively straightforward. There isn’t much branching, so your party is likely to follow the dungeon in a linear path from beginning to end. There are some secret doors, but they tend to lead to the same places as you’d get to anyway, or are somewhat irrelevant. My party ended up missing the perception checks for every important secret door, so they followed it in the most straightforward way possible. While this is less frustrating than getting stuck, it made it feel more obvious.
The combats have some interesting match-ups, and seem well paced. The party extended rested right in the middle, and both then and by the end there was at least one character out of healing surges. There’s some undead (the Tower’s former inhabitants), the orcish mercenaries, kobolds aplenty, and a solo dragon fight. If you’ve gone through Keep on the Shadowfell and/or Kobold Hall (in the DMG) you’ll probably be sick of kobolds by now, though they’re only present in two rooms in the middle. There’s a fight with two ambushing ghouls and a wraith that ended up being a lot more fun then I thought, with a big bottleneck in the middle and the wraith able to harry the party by passing through walls. The final encounter is a strange mix of skeletons, drakes, and a mage, all on different levels, and the adventure suggests random effects that happen throughout the combat, (though I didn’t end up using them.) And of course there’s the fight in a cave against a black dragon, which can be fun for your party if it’s the first time they’ve fought a dragon (or any solo) in 4e, but might seem tedious if there’s been some dragon fights already.
However, I was disappointed by a few of the fights. The two encounters right next to the entrance feature a large number of minions (zombies on one side, orcs on the other) and they both start clumped up next to each other. This goes against the advice I’ve heard on minions, and also makes it a fairly trivial challenge if your wizard gets the drop on them (and the wizard in my party has improved initiative, making that happen often.) The zombies in particular say that unless the party does something very stupid they won’t alert the monsters.
Additionally, the fight against the orcs that are also looking for the treasure happens very early no matter what. Not only is it not all that interesting a fight (you can easily ambush their outlying wolves, then the orcs have to come all the way across the room to fight), but it removes potentially the most interesting part of the adventure: the time pressure and having to deal with another group who is looking for the same thing you are. What could have provided some interesting hooks is instead yet another combat, and the main hook of the adventure is dealt with right away. In fact, the presence of the orcs is the only information that the party has going in- there’s nothing to indicate they’ll be fighting kobolds and a dragon.
Even getting past the combat itself, there’s no roleplaying whatsoever: you can’t even deal with the orcs, except for one lone orc in another room who just wants to run away, and my party sniped him (which specifically is worth no XP.) There’s only one trap, which is in a side room accessible through a secret door only. The same room contains the only thing that could be considered a puzzle, involving freeing spirits from a casket, then not attacking them. Anyone attacking them receives a penalty to defenses, and if you let them free, they fly down a well and harass the dragon. There’s no indication why you should free them, and what should be done with them, nor what the consequences will be either way.
Dungeon: I used Dungeon Tiles and placed them as the party went from room to room, as I usually do in my adventures. The rooms were pretty easy to put together, since most of them used 8×8 tiles put together, with some embellishing tiles. The only places where it proved difficult were the statue room which features a large stage, and the final room which features a multi-leveled chamber (a room I also had difficulty describing to players.) Then there’s the dragon’s cave, which was impossible to construct with tiles- that one was drawn on a blank battlemap.
The rooms do not feature much in the way of interesting terrain, and thus the combat environments are less interesting than they should be for a 4e game. (Kobold Hall in the DMG remains my top pick for cool combat zones.) Aside from the final room which has multi-levels and spiked walls, there’s also a room where kobold slingers fire from a ledge, and pillars in the room provide cover. Other than that, it’s pretty straightforward “run up and fight.”
Conclusion: If you’re looking for a straightforward dungeon crawl for your 2nd level 4e characters, then Treasure of Talon Pass could be for you. The price is certainly right. However, it had a lot of promise that it wasn’t able to live up to: the intriguing setup is quickly wasted, the combat zones aren’t interesting, and the other parts of classic dungeon crawls are absent. I found that in my campaign, I’ve gotten more mileage out of the trappings of the adventure than the dungeon crawl itself.
If you’re interested in running this with dungeon tiles, you can take a look at the pictures I took as we went along the adventure.
Propagandroid says
It’s really interesting that you note that fighting a dragon will probably be tedious if the party has ever fought a solo or dragon before. Should fighting dragons be tedious three months after the game was released? It’s not that I disagree with you…in fact, I found my first fight against a dragon in 4e tedious, but that might have been the DM’s fault. It’s just disappointing that it seems to be the case.
I wonder if other people are having similar experiences with fighting dragons? I imagine fighting an interesting new solo wouldn’t be tedious the first time around, or that some solos could be designed to not be tedious. If there are any solos in KotS, my party hasn’t fought them yet, so it would be interesting to see how it went from this side of the screen.
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GrayPumpkin says
Solo Brute fight can be tedious if you just stand there and hack, what needs to be done is bring the environment it, Mike Mearls posted about some interesting things that could be done on his blog.
http://mearls.livejournal.com/152268.html
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The Game says
Hmm, slight mistranslation there. I meant that if people have been fighting dragons already in the same tier, it’s likely to feel tedious, just as fighting orcs every week would feel tedious.
As part of playtest games, I fought white dragons twice as part of a first level party, and both times it was very tense and fun, but I wasn’t eager to do it again.
Running a black dragon against a 6 person, 2nd level party was fun. Dragons have different abilities in 4e that makes them play a bit differently beyond “what energy type it breathes” so I’m happy about that.
Mike Mearls did suggest somewhere that a good way to keep solos interesting is to include terrain effects that relate to the monster itself that change the fight as you go.
Propagandroid says
Ah, I see. I actually figured I had mistaken it in some way, but the point is actually salient for quite a lot of people when read either way. 😉
Propagandroid’s last post: Props for your game: Organic edition
Scott says
Yeah… with solos, it’s really important to have the environment present possibilities for a dynamic fight, because otherwise it tends to break down to “move into melee and swing until it dies.” If there’s only one creature, it doesn’t present a lot of reasons for moving around and doing interesting things…
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Gregor LeBlaque says
When I ran Kobold Hall, I replaced the white dragon’s room with a Fantastic Locations battle map to make the setting more interesting and it worked wonderfully. I blogged about the result back at the end of July.
I’m planning to do the same thing with the dragon room in Talon Pass (probably this coming weekend).
Gregor LeBlaque’s last post: The Shards of the Gate of Darkness, Part 5
Reverend Mike says
Most definitely…I ran my players through a homemade solo recently…’twas a brutish undead with a big hammer capable of knocking players around and occasionally prone…the fight was staged in a cave riddles with little pools of acid, requiring players to traverse little walkways all about to approach or avoid the monster…
Oh, what fun that was…
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Bartoneus says
Mike: That sounds really cool, can you send me/us the solo monster stats or post them on your blog? 😀
Dave: I’m definitely with you on the orc contending party being a big letdown. I didn’t play or even run Treasure of Talon Pass, but when reading through it I thought the whole orc deal really just dropped off and left a lot of potential just lying around.
Reverend Mike says
I’ll be posting him up later today…
*salutes*
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Reverend Mike says
It’s up…
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PixelStyles says
I just ran the first half of this over the weekend. I only have the new Against the Giants dungeon tiles, they worked well so far, thanks for posting the pictures of you tile setups. Where did you get your pillars?
The Game says
PixelStyles: They’re from the discontinued “Mage Knight Dungeons” set that has various terrain features. I’ve seen them in a few game stores at heavy discounts- I might have bought it for $1, and it comes with all sorts of useful terrain.
Dan Bettan says
Just did the Pass and the party loved, loved, loved the fight with the Black Dragon. As a lurker, it was great against a 3rd level party (They just leveled and rested, and it was still tough). I can’t wait to do more dragon battles. The party was a Fighter, Cleric, Warlord, Warlock & Wizard. The Warlock was effectively neutralized do to the Zone of Darkness so it became 4 on 1. Really a great battle.
kaeosdad says
That battlemat that you drew on in the last pic, is that a dry erase map? If so who makes it?
The Game says
That’s the battlemap that comes with the 3.5 DMG laminated, and written on with wet erase (also known as overhead) markers.