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Armistril's Shield

blue_the_wolf's page

Pathfinder Society Member. 1,263 posts (1,290 including aliases). 2 reviews. 2 lists. No wishlists. 1 Pathfinder Society character.

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great sidequest


very much enjoyed this side quest. my group loved what it added to the story and the fact that they ultimately DIDNT have to take it making them feel less railroaded.

but of course they spent 2 or 3 sessions exploring it and in the end had a great time.

lots of room for any good GM to make tweaks and modifications to fit it into your story without loosing any of the over all intent built in.

if I had to find a negative it would be the CR levels of some of the monsters being faced. but the monsters themselves are entertaining to battle and should not be impossibly difficult for a good group to overcome with only one or two characters dipping bellow 0 for a great thrill.

Great battles, awesome role play opportunities and wonderful back story make this highly recommended.
Highly recommended.

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straight forward and simple... but limited

**( )( )( )

Recently completed this while we had fun playing it the campaign was rife with WTF moments that were either annoying or discouraging.

As with the rest of the Serpents Skull Path The story line is something of a sand box albeit with a very specific point A to point B path that you have to follow.

The story line is predicated on the idea that your hired by a group in order to race to a curtain location before competing explorer groups... you would expect such a race to include several paths (short and dangerous vs long and safe), and reoccurring enemies (opposing groups hot on your heels and efforts made to confound each other),

The path has little to none of that. instead it is essentially a straight line from point A to point B with a spattering of random encounters every few days. a group of paladins walking in plate armor will travel at about the same speed as rangers on horse back and the path does not seem to provide any alternate routs or methods.

Granted all of the above are modifiable by the GM. I mean... a good GM can allow the players to take alternate routs and just build new encounters for the alternate routs... but isnt avoiding that work specifically why they buy these APs?

Lastly when you reach the end of the campaign you find that the people who hired you may actually beat you to the goal which makes you wonder why they hired you at all.

The campaign has loads of potential... but only if the GM knows how to enhance what the campaign gives and for this reason I give it only 2 stars because why buy it if I have to do all the work anyway.

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