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Great overall!

5/5

While book 1 was the best of this adventure we've played so far, my group and I really enjoyed book 3!

There's a fun variety of challenges beyond just combat within the story of this book, using a couple different victory point systems, which felt really refreshing after book 2's HEAVY combat focus in its last chapter. The (very much optional) Irorium challenges in the back of the book were also really fun to do before/in between the events of the book! There were also some challenging combats that my players enjoyed, especially towards the end.

As in any Adventure Path, there are of course some plot contrivances, but my group didn't find them distracting. I'm very invested in Absalom as a setting, which made it easier for me to buy in and make some small adjustments to make things run smoother. Because I as the GM fully bought in, my players were happy to suspend their disbelief. Being familiar with the events and characters in future books also helped with making everything feel connected and being able to build up for future events.

Spoiler-filled section:
My players really appreciated the promotion received at the beginning of the book. After being under Lavarsus's thumb, the increased legitimacy and recognition felt really nice, and they enjoyed the level of freedom it gave their characters. It also felt like a very natural progression for our group, since they had already been working with the guards in other districts in order to do their job as security for the radiant festival.

The one serious flaw I think this book has is that, at the end of the heist in chapter 2, the characters essentially get NOTHING except for a new lead. That lead is key to their investigation, but it feels very bad, like they're just on a wild goose chase to find this mysterious device that they know nothing about. Rather than having the vault be completely empty when I ran it, the lockbox instead contained a rolled up blueprint mistakenly left behind when the device was stolen. That way they still had something to find and analyze, so that they didn't come away empty handed, and my players felt plenty satisfied with that. It gave them more information, without allowing them to find the bomb early or mess with the plot progression.

My players being able to do some Irorium challenges long before they knew about the eventual attack on it was really fun, made them more invested in protecting the place, and made their eventual silver swordpin feel more earned. My familiarity with Absalom as a setting, and knowing that Captain Runewulf, who they interacted with in book 2, was also a swordpin made it feel really special to them. They also appreciated being able to see other members of Starwatch acting as backup, helping the crowd escape once the poison bomb went off.

Overall, my group and I really enjoyed this book. There were a few small hiccups, but with a little bit of editing, book 3 was a great experience! :-)