I had the opportunity to play this scenario at a local convention a few weekends ago. It was a very frustrating experience. It was not the GMs fault, he seemed as prepared as he could be, but as many have already stated there were many holes in the plot.
SPOILERS:
I am all for a roll-play investigative module and the party was actually all about that, we tried to lay as low as possible and then when we figured out we needed to split the party to get more done we did. But some of the frustrations our party had were: (1) the scenario does not outline basic information about who the victims are and/or how many there even were; (2) the evidence is extremely slim for conviction, even for a kangaroo court; (3) one of the main NPCs seems to not know the difference from their god speaking to them and demonic telepathy and didn't seem to use other powers at there disposal to figure out what is going on; (4) in the end it does not matter since it is all just a railroad trying to be a sandbox.
I am sure with some better editing or a great GM this could have been a better experience, but unfortunately it is one of the worst I have had in a long time.
I just got to play this at a local con in Connecticut. It was a fun mod of high adventure, very cinematic in scope. Akiton has many overtones of Edgar Rice Burroghs' "John Carter of Mars" series, which was great.
Thanks Josh for the fun ride! Nice job on the penultimate part to the Eyes of the Ten series.
I had the opportunity to play this module at a local convention a few weeks ago. I was disappointed. The plot is extremely illogical and convoluted. There are just too many things that do not make sense on a very fundamental level. There were several times we as players/characters turned to each other and said “These people are real idiots…but they should not be.” The combats were at least ok.
I got to play this module at a local convention in early December 2010. I had a great time and it is a very satisfying sequel to the Eyes of Ten series.
As I stressed in my review of Part 1, it is best if your GM is well prepared since there are complex battles and intricate plot points.
I got to play this module in a local convention over the summer and had a good time, it has a rich story and lots of complicated action.
I plan to offer/run it for our local group in the New York area soon.
One thing I would really like to stress is that to get the most out of this module for Pathfinder Society play the GM should really be as prepared as possible due to the complicated nature of some of the encounters and all of the possible plot points.
Overall, I think it is a good module to start level 12 Pathfinder Society Play off with. Thanks Erik!