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Radiostorm's page
Organized Play Member. 43 posts. 7 reviews. No lists. No wishlists. 9 Organized Play characters.
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Nearly killed myself trying to make this interesting for my players. The monsters aren't threatening, the roleplaying is belaboured, and the environmental hazards are a straight-up resource tax. Honestly my least favourite scenario of this season.
Easy, but I don't blame the writer. Old scenarios can't keep pace with the options, meta-gaming, and power creep that have seeped into modern PFS organized play.
In my case, an alchemist in my party had no problem decimating multiple mooks in a single round with his nigh-unavoidable bombs. Who cared about touch AC in season zero?
Still, there are some obtuse moments in this one. The skills checks concerning the keyboard in the cathedral were an ordeal. Also, I felt that picking the locks for Grandmaster Torch - while a nice roleplaying opportunity - interrupted the urgent pace of the mission.
Overall, a pretty average scenario that falters due to its lack of difficulty.
My table sleepwalked through this one.
A lot of the encounters feel like filler, and the climactic battle is a joke. There's some nice roleplaying and lore here, but it's just too easy to be any fun.
The scenario was weakly written overall, but...
A flimsy premise for an adventure with very little payoff. Most of the encounters are weird for the sake of being weird, and the map is obtusely large. Every NPC in the scenario is an enormous prick, and not one gets their comeuppance in the end. A frustrating scenario that drags on far too long.
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