The
final instalment of an adventure path brings with it high
expectations. Not only does it need to present an enjoyable
high-level adventure (something that can be difficult on its own),
but it must also bring together all the threads of the previous five
adventures to a satisfying conclusion, while accounting for the
myriad different things different groups of player characters might
have done along the way. All things considered, it's a rather
monumental task, one that may not actually be possible to do
perfectly. As such, it's perhaps not surprising that the final
instalments of many adventure paths often don't seem quite as good as
the instalments that came before them. They can never quite reach
those lofty expectations.
The Divinity Drive by Crystal
Frasier does a better job than many of reaching those unreachable
goals. It's a good adventure in its own right and, as the finale of
Iron Gods,
it provides a suitably climactic resolution, as the player characters
(hopefully) save the world from a unique and rather terrifying
threat. That said, it is a surprisingly linear adventure compared to
how open-ended most of Iron Gods
has been (with The Choking Tower
being an exception). It also comes across as something of a lengthy
combat-fest, with only limited opportunity for diplomacy and
roleplay. There are fewer shades of grey than in the other
adventures; enemies are enemies and allies are...rare. Its more
linear nature also means that it makes a number of assumptions about
how the PCs have progressed through the previous adventures, and
gives gamemasters little to no guidance on what to do if things have
progressed differently. This is particularly unfortunate in such an
open-ended adventure path.
SPOILERS
FOLLOW