This is a plain scenario that has the PC walk around the world wound and are splashed with encounters. The author does a great job of allowing the PCs to notice and avoid them VS forcing them on the PCs.
The split path the PCs can do is very neat and I would love to see more of them.
The roleplay can be very fun, and the fort excluding certain PCs for certain reason is awesome as well.
This is another dinner party because PFS lvoes their dinner parties.
Well, the cast of characters are neat. Heavy roleplaying to get their favor with added options other than just diplomacy to curry their favor is a great touch.
The combat scenarios to me just seem out of place. Choatic evil creatures to me just do not seem like the types to spy on a dinner party. They just do not seem organized enough to me to pull something liek this off. The first encounter aslo seems like a "why did these come?" Plus their strategy is meant o keep the scenario fair and not kill off someone, but is very very very very stupid for these creatures to do. A bad DM not following the script will easily kill a PC.
The final encounter are very fun to play out. A good DM can make these very fun if doen correctly. Although the the high teir villian should be able to easily escape unless the PCs do somethign very creatively.
Ok, bringing back a someone with strong emotional ties is awesome. But bringing him back for PCs that would not dealt with him is a very poor idea. Now the PCs will nto have any emotional ties since they will be low level pcs and not played with said NPC. This is stupid at best. Now in the script there is an option for the PCs to react negatively towards this NPC, but this is a mystery to the PCs they can do this. Another horrible idea. Not knowing this is an option is one sliver away from not being able to do it. Roleplaying characters that would not have a reason to do it, same thing. The encounters are equally poor. You travel around a city doing unrelated encounters. The worst scenario I seen this season. The onyl reason to play this one is to play the awesome sequel!
Ok, a great start. An excellently written gnome with some fun roleplay. The next parts are poorly implimented. As you journey through the woods you get encounters. So the Players know something dangerous is ahead and they really do not have much of a way to avoid it. They are just forced on you, if you and the DM work a way to avoid the enouncter you miss much of the scneario and do nto get to fully enjoy it. The surprise NPC encounter is loads of fun. The Boss is also very fun.
This scenario has enough details to make the a very intense awesome adventure.
The mechanics although are weak and can cause the players to miss out of a good amount of it.
The final boss is amazing but if played strategically could easily destroy a party without the right setup. For an average int boss I find this unfair, but I know DMs will kill many players not noticing this.
When running this game you should encourage players to to see the full flavor of what the author has written and add your own touch to expand it. This fixes the mechanic issues I found in the scenario.
The begining "Venture Captain" is the best one I ever encountered.