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” →