Gold Dragon

Jason S's page

RPG Superstar 6 Season Star Voter. ** Pathfinder Society GM. 3,112 posts (3,139 including aliases). 210 reviews. 2 lists. No wishlists. 21 Organized Play characters.



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Search and Destroy

3/5

Symphony is a combat scenario with several unique and gimmicky combat encounters.

I want to like Symphony, but I found that the scenario lacked story, there was no roleplay, and that made it bland and flavorless. Our mission is to "search and destroy" whatever exists in the fortress. We didn't know what was there, so we had combat without knowing who or what we were destroying. The combat encounters could be too tough for some groups.

I don’t believe too many groups will be solving the puzzle, and quite frankly GMs don’t give you enough time to do so, or a hint.

Several treasure bundles were behind skill checks, and some of the skill checks needed a master level in the skill, which was only available to a few classes. Technically, quite a few groups should not be gaining maximum treasure bundles.

”Detailed rating”:

Length: Medium (4 hours).
Experience: Player at subtier 7-8 (20 challenge points).
Sweet Spot: ?. I read that subtier 7-8 is more challenging.
Entertainment: Combat encounters without context. (5/10)
Story: The story was never explained to the players. Maybe the story was better for the GM? (3/10)
Roleplay: None. Some exposition from the boss? (2/10)
Combat/Challenges: Unique. The puzzles had thought behind it as well. (9/10)
Maps: Good use of flip maps. (7/10)
Boons: Maybe too good IMO, although only hardcore players will know how to access it. (10/10)
Uniqueness: The combat encounters were unusual. (8/10)
GM Preparation: TBD.

Overall: Unique and tough combat encounters with minimal story. (7/10)


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Versatile

5/5

This map is beautiful, generic, extremely versatile, and has seen a lot of use (perhaps too much) in both PFS and outside PFS.

It's the not-so-nice house sibling to the Pathfinder Lodge flip map.


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Solid special

4/5

Blessings is mix of combat and skill checks.

Blessings is a very decent special event. If you like specials, you will like this scenario. It was well organized, themed, and there is excellent voice acting for it as well.

At subtier 7-8, the combat was just right. The skill checks had some roleplay involved and were somewhat amusing (not sure if that was meant on purpose).

The only knock on it was that it wasn't particularly memorable and I'm not sure how it narratively concludes season 4 or advances the metaplot.

Overall: Blessings was an enjoyable evening. (8/10)


Nice maps but...

3/5

This product should be called Forest River Crossing. Every map is a river crossing, with the following crossing points: bridge, rocks, log, or none.

Why does each map in this set feature a river? It's a tad redundant.

In addition to all of these maps featuring a river, we already have:
1) A River Crossing flip mat (which was all that was needed and doesn't get used very much)
2) Bigger Forest also has a river crossing.
3) Falls and Rapids also has a river crossing in a forest.
4) Deep Forest also has a river crossing.
5) Battlefield also has a bridge river crossing.
6) Enormous Forest has river crossings on BOTH sides, when it should have featured forest terrain other than rivers!

How many forest river maps do we need?

These maps are 5 star in quality, but I find they are very redundant with each other. This product and Enormous Forest are especially disappointing with their redundancy. We need new ideas.


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Fun

5/5

Flooded is a mix of everything, but primarily roleplay and combat. Runs about 3 hours.

The thing I like best about Flooded was that the party decisions in the middle and end of the scenario were interesting and it felt like they mattered.

Overall: A fun and interesting adventure. (9/10)


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A slow investigation

3/5

Heist is an investigation and roleplay scenario.

There are very limited high-level scenarios, so it's unfortunate that this scenario, meant for levels 5-8, feels like a level 1-4 scenario. It does not feel epic at all. I could literally change the stats in the combats to level 1-4 in 5 minutes, and it would feel like your average level 1-4 scenario. So that in itself is disappointing.

Gone are the days of Sheila Heidmarsh being competent and ruthless. Instead of locking artifacts inside vaults, she chooses to use unlocked desk drawers in rooms with regular windows located beside easy-to-climb nearby trees. I'm surprised it wasn't left beside her toothbrush in the washroom.

The investigation in this scenario starts very slow and contains several red herrings and time wasters. In addition, a lot of time was spent discussing an adventure that would never happen.

The entire premise of the scenario is illogical, the thief doesn’t even need a distraction, he is long gone, without a trace, before the distraction occurs. The culprits are very obvious but you are of course forced to go through due process to get enough "points".

Boss combat lacked creativity and belonged in a level 1-4 scenario.

This scenario can run long (5 hours) potentially. We didn't have time for the chase. Played at subtier 7-8.

Overall: A slow non-interesting investigation that should have been designed for levels 1-4. (5/10)


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Another silly scenario

2/5

Prank is a skill and roleplay-based scenario with a challenging combat.

You are a chaperone to children at the Dacilane school, as they run around playing pranks on each other for the day. Your job... is to help them make pranks, keep the peace, and judge the pranks. How did we go from defeating dragons and trolls to helping children make spooky animatronics, whoopy cushions, and stopping children from disturbing animals??

Prank runs for far too long before anything eventful happens, which is too common in PFS scenarios lately.

The stupidity in this scenario breaks my sense of disbelief. Concerning the narrative, it’s stupid and irresponsible to have a prank war when Dacilane knew that a fey caravan was inside Absalom, which also contained dark fey. When this... incompetent is informed, he refuses to stop the prank war.

The combats would have TPKed us (twice), but our GM called both of them (for time). Having said that my table had some players who didn't know how to play Pathfinder (Barbarian doing 1d4+0 damage), so it's hard to say.

Prank has the potential to run long (5 hours).

Overall: Another silly scenario that takes too long to get to the action and feels... meaningless. (5/10)


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A confusing investigation

4/5

Vibrant is an investigation and combat scenario.

This is another scenario trying to make yet another monster, this time ghouls, into something “good” and cute. Honestly, I found the ghouls all evil and if this was a campaign, I’d hunt the entire village down and destroy them all. I regret letting Macron live. This makes me want to stop PFS and run campaigns.

Evil is not cute.

One of the final encounters was meant to be a certain way, so my GM ended up taking away my player agency, ignored my actions, so that the encounter could be run as scripted. Not sure if that was the fault of the scenario or the GM, but it's wrong.

Having said that, this was one of the better written scenarios, was interesting, and the combats were decent.

This scenario uses the same map as "Flooded King's Court", where we met Macron. This alone should be enough to give this scenario 1 star. Is the editor or author even following the campaign? I'm not sure how they would make this mistake. In practice, most casual players won't notice.

Overall: An interesting scenario even if it tries to make another monster cute and "good". (7/10)


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Another silly scenario unworthy of valuable Pathfinder time

1/5

Unfettered is a short skill and combat scenario. It was over in 2 hours.

Basically, the idea is that you distract someone while a party is being setup to promote them to venture captain. You get into some trouble and powerful allies either do nothing, disappear randomly, or are completely useless. Sigh.

This was a strange introduction to the season. Was this scenario supposed to show that new portals are opening up all over the maze? Most players won't understand and I'm not even 100% sure myself.

Environments were OK, but combats were over too soon. The riddle was OK.

Some of the low-level enemies had feats that are available only to level 4 and 6 characters. I guess they had better training than Pathfinders? If you’re going to give opponents abilities outside of their level range (which is not a great idea IMO), have only one. Enemies shouldn’t be more "special" than the PCs.

Pathfinder scenarios are getting really silly lately, and not in a good way. Nothing is serious (baby shark do do do do do do) and we are often doing tasks that are meaningless. Seasons 4+ have a very different tone compared to other seasons and organized play campaigns, including Pathfinder 1, which is clearly superior in every way. PF1 scenarios were popular because they had a classic appeal, this is just... goofy.

Overall: Another escort mission of a task unworthy of even low-level Pathfinder agents. (3/10)


The idea was great

4/5

Mantis is a rare sandbox infiltration scenario featuring many skill checks. It’s hard to say how much roleplay or combat the scenario will feature, that will completely depend on the players and the approach they take!

While the module didn’t contain any awesome (AHA!) moments, it was well written and easy to prepare.

This was played for Pathfinder Society with 3 stealthy PCs (2 rogues), one pregen (Eteleon), and one non-stealthy PC (it was a huge mistake taking a PC without Stealth and almost ruined the scenario for both the party and himself).

The pregens were well crafted, interesting, and well suited to the module. Having said that, none of their abilities were explained. I’m not sure how you fit this module into 3-4 hours unless the GM adds lots of notes to the pregens or the players get the pregens before the session.

While I liked the Preparation section and the awareness mechanic, I found the Obstacle section (and infiltration point mechanic) to be too strict and inflexible to describe the situations that would occur. There should have been guidelines only.

In terms of Pathfinder society, I thought this scenario was so unusual from the normal PFS railroad, with too many choices, that group took forever to make choices (no matter how hard I encouraged them). What should have taken 3-4 hours took them 6 hours.

Also, the context of the assassination was a little creepy for some players. Somehow, it’s OK to kill when rampaging through an area like a barbarian, but it’s not OK to kill quietly, in cold blood?

I thought the instant kill mechanic was silly considering they can't fail (not even on a crit fail), they take no damage, and they can only instantly kill opponents in this module. Without this exploration mechanic, they might not be able to kill some guards without several rounds (at least not by themselves).

Although not the author's fault, while the Red Mantis should be terrifying, their actual class mechanics makes them very underwhelming opponents.

The final encounter was very underwhelming, and with only 3 PCs the battle was over in 2 rounds, and the party took hardly any damage.

Overall: The idea of playing this scenario was more fun than actually playing it. (8/10)


Super map

5/5

Both sides of this map have been used several times, in both Pathfinder Society and outside of it, to great effect.

It's a beautiful big map and a welcome variant to the simpler Cathedral flip map.


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Great Sandbox

4/5

Doom is a sandbox scenario (if there is such a thing in PF2) with an equal amount of combat, skills, roleplay, and investigation.

The thing I like best about Doom, is that the middle and end part of the scenario were approached in different ways for all 4 groups that I ran through this scenario. People had lots of creative solutions and they really appreciated it.

There are a few things that drop this from a 5 star experience.

First, the investigation mechanic in PF2 is not organic. If I had enough successes on our first investigation check (the man who was knifed), what information do I get to move us to the next location? There is no logic in PF2 mechanics, it’s just a roll off for “points” and then you get to go to the next location. Please bring back logic to investigations and dump this mechanic.

Next, the middle encounter should have used the Cathedral flip map. The location was supposed to be in a secluded (almost rural) location, but the map that was used was in a dense urban area.

Finally, none of the combats were challenging despite the final encounter being severe. I’m not sure why. GMs really need to play up the environmental effects.

”Detailed rating”:

Length: Medium. Can run short (3 hours) or long (5 hours) depending on how fast decisions are made.
Experience: GM four times, twice at subtier 1-2, twice at subtier 3-4.
Sweet Spot: Both are good.
Entertainment: . (9/10)
Story: . (9/10)
Roleplay: It’s up to the GM, but the opportunity is there. (8/10)
Combat/Challenges: Somehow not difficult. (7/10)
Maps: Better maps could have been used for the temple. (4/10)
Boons: A good boon that won’t destroy game balance. (9/10)
Uniqueness: Sandbox investigations are always welcome. (8/10)
GM Preparation: The options and story writing in the middle can be confusing.

Overall: A fun sandbox investigation scenario that will allow your players to be creative. This scenario deserves to be played more. (8/10)


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Epic but Flawed Mechanically

3/5

Monarch is a scenario that is epic, intense, flavorful, but flawed mechanically.

It’s hard to rate this scenario, because if you have a cleric and skilled PCs (especially at subtier 5-6) it's a 5 star scenario, but if you don't have those things it can easily be a 1 star scenario.

There is a chase at the end, that is overtuned for subtier 3-4, and if played by the book, will lead to a TPK potentially, especially if you don’t have a healer. (The scenario does not adjust the DCs for subtier 5-6, but this is good because the DCs are otherwise too high.). At ST 3-4, my group was caught twice (I fudged to give them a chance).

It’s also not clear in this scenario when you can and cannot Treat Wounds. It’s very possible your GM will think there’s no time to heal until the final encounter. Regardless, if you don’t have a cleric, a TPK is likely.

”The problem with skill challenges in general”:

The biggest problem with skill challenges in PF2, is that they take away all player agency, creativity, and alternate solutions.

Players loved the scenario “The Night March of Kalkamedes” because it allowed players to be creative, and it allowed for alternate solutions.

In PF2, the GM often doesn’t even describe the situation, they just say “There’s a pit. You can use Acrobatics or Athletics to cross”. “There are some guards. You can use Diplomacy, Intimidation, or Performance to get past them”.

The other problem with the skill challenges is the team-based nature of the skill challenges. Why does the entire team take damage or suffer conditions if my character crit succeeds?

In a chase, why is the entire group going the same speed?

Also, I don't agree with the skills that are used in the skill challenges. For example, the party is sinking in quicksand (but wasn't given the chance to avoid it or escape from it with Survival!!! WTH), but somehow with either the Medicine (really?) or Crafting skills, can create a huge batch of potions, on-the-fly, without an alchemist kit, that is strong enough to harden the quicksand to escape. I found this to be incredibly unrealistic and extremely silly. To do this, you would need hours of time, the Alchemical Crafting feat, and it couldn't be done with the Medical skill.

Or how Deception (a talking based skill) was used to do everything from tricking possessed animals to go the wrong way, to tricking massive pillars of sand from grabbing them.

These problems are across all PF2 scenarios, but it really stood out in this one, with the amount of skill challenges.

In Monarch, it’s very easy to lose treasure bundles from failed skill checks, if that bothers you.

The final encounter contains incapacitation effects, which can easily make it a wipe.

There is a spot in the scenario where it’s very possible to gain infamy without being given a warning. What is Infamy? Hopefully your GM also doesn’t know.

Despite all of this, if the group has a cleric and the mechanical issues can be resolved (or the scenario played at subtier 5-6), then you have an epic scenario that could be a lot of fun.

I’m not sure why some reviewers are commenting on the big boss battle, saying there needs to be mooks included. There were, but perhaps your GM didn’t include them because the final combat was already too difficult.

”Detailed rating”:

Length: Medium (3-4 hours).
Experience: GMed at subtier 3-4 (no healers, which was a disaster and resulted in a TPK) and player at subtier 5-6 (with a healer and shield fighters).
Sweet Spot: Subtier 5-6!!!
Entertainment: TPKs are not fun for either GM or player. They had no chance. (4/10)
Story: Great. (8/10)
Roleplay: Minimal without GM embellishment. (3/10)
Combat/Challenges: A TPK waiting to happen at subtier 3-4 or with no healers. (4/10)
Maps: Flip maps. I just wish the start and the chase had a map to move along. (7/10)
Boons: A unique and interesting book. (8/10)
Uniqueness: I thought aspects of this scenario were unique, some of the chase scene could be embellished. (8/10)
GM Preparation: Easy to prepare and easy to read.

Overall: A fun and epic conclusion to a great story arc if you have a healer, highly skilled PCs, and/or run at subtier 5-6. “What Andrewww said” (6/10)


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Skippable puzzle

4/5

Spark is a scenario with a little bit of everything, including a puzzle.

The story and overall encounters of Spark is good.

As others have mentioned, the puzzle isn't very good and could not possibly work. As with most puzzles, we handwaved it with a few skill checks.

Overall: A good story and interesting encounters with a silly puzzle. (7/10)


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Tedious exploration

2/5

Citadel is an exploration scenario with a mix of everything except roleplay.

The main reason this scenario is 2 stars is the exploration phase of the different parts of the citadel. Lots of skill checks, lots of time, and very little happens.

The encounters were very average.

This scenario was the first time I've seen the flip-tiles in person, and after seeing them I now know that I don't wish to purchase them.

Overall: An average dungeon crawl wrapped in a tedious exploration.


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An epic high level scenario

4/5

Castle is an epic high-level scenario with several combats and skill checks.

I thought the way Castle was laid out was well done. Everything from moving around the abstract location, to choices, NPCs, to powerful enemies.

You could definitely feel a vast power difference in this scenario compared to lower tier scenarios. Several lower tier scenarios, felt too easy. This scenario does not play around, I thought we were going to wipe, a few times, and the players were really good. In general I’m not sure if this is a good scenario for “the average player”, but I enjoyed it.

I thought the first encounter was a little over tuned and no one likes to be CCed, but as long as the encounter is properly explained to the players (ours wasn’t), it should be OK.

Overall: An epic mission and destination with tough fights, which you would expect from high level play (8/10)


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Interesting exploration

4/5

Signal is a combat scenario with a lot of investigation and story behind it.

I thought the story in Signal was interesting, but very convoluted. We spent a lot of time asking the GM questions, trying to understand the story.

I thought that the combats were well themed, interesting, and featured unusual creatures. Simple but good puzzle, completely optional.

Again, I wish that Starfinder and technology would stop invading Pathfinder.

Overall: A fun exploration into a house with a strong story and unusual encounters. (7/10)


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A boring roleplay scenario

2/5

Star gun is a boring roleplay scenario with some trivial combats thrown in.

In this scenario, I liked traveling to a new location, Arcadia, and learning more of the lore that surrounds it. I didn’t see any pictures of Arcadia, but they would have enhanced this aspect of the scenario.

The real failing of Star Gun is that the roleplaying interactions were long, and they were extremely boring. The NPCs weren’t interesting, almost all of the leaders were strong stoic female with almost no personality. In addition to that, we were forced to endure at least 4 rounds of conversation with these NPCs. Star Gun was trying to be a scenario, similar to “Bid for Alabastrine”, but didn’t have NPCs you wanted to speak to, or an interesting setting.

”I believe the interaction system in PF2 needs work”:

The way our GM explained the system, you either spend your round convincing an NPC, or you spend it finding their motivations and secrets (to determine other skill checks you can use).

We had limited rounds and the GM already let us know how many successes we needed, so it made no sense to learn their motivations, which might have been interesting? Anyway, only one of us sensed their motivations (and failed), so it stopped there.

Instead of working like that, I think it would be better if sensing an NPCs motivations were done, for free, at the END of a round of conversation with that NPC. That means you can potentially open up more skills to use against a given NPC the more you speak to them.

Despite my suggestions above, I don’t think it would have made this scenario any better, but it would have streamlined the process, and made the experience much faster (and possibly more interesting).

The combats were also extremely easy and didn’t make a lot of sense considering we were supposed to be under protection.

Lastly, I wish Starfinder would stop crossing over into Pathfinder. We don't want to play Starfinder, OK? Didn't Paizo get the message in PFS Season 6? Please, no more SF maps used in PF either. And not all SF authors should crossover into PF as well.

Overall: Star Gun fails to deliver an interesting roleplay experience. (4/10)


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Basic but good

4/5

Abode had a silly puzzle that didn't seem solvable by players (perhaps it was presented poorly by the GM), but it was basically skipped by a skill check and didn't ruin the scenario.

Authors should know that if puzzles are too complex or not easy to solve, they will likely be skipped or bypassed when the scenario is run.

Besides the puzzle, the exploration was OK.


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A Grave Error

3/5

Grave is a short skill and combat scenario.

The theming, story, and lore around Grave was fantastic.

The combats, at subtier 3-4, failed to deliver the same epic vibe and were far too easy, especially the “boss” combat.

Overall: A short combat scenario that will scratch the itch and not be too challenging. (7/10)


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Genie in a bottle

5/5

Chains is a well themed skill-based scenario with some combat.

The theming for Chains is fantastic. And so are the encounters. It highly favors skilled characters over combat characters, and favors thinking over bashing. It’s by far the best scenario in season 4.

There are only two blemishes on this otherwise great scenario.

The first is that some encounters favor skills so much, bash-in-the-door combat is not viable. As in, if you try, you will probably have a bad time and end up writing a bad review. In the last encounter, my group apparently did everything right, and it made the last encounter quite easy. This was at subtier 5-6.

Narratively, I don't understand why the boss would wait for us for hours, and wouldn't escape.

Overall: A must play scenario for season 4. (9/10)


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Back to basics

3/5

Mask is a short combat scenario with some interesting lore for follow-up scenarios.

I actually really liked the lore in this scenario and where they are taking upcoming scenarios involving Razmir.

I also like vampires as enemies, although they can be some of the toughest opponents in PF2. Subtier 5-6.

What I didn’t like, is how the scenario starts off with the leadership and box text expecting the enter a vampire forest at night. Our GM did not give us any agency to change this other than to bail out of the carriage. I cannot think of a more stupid way to start the scenario or approach this problem.

”About Shattermask”:

The story of Shattermask doesn’t make any sense. How could a fat, overweight emotional farmer be assassinating a bunch of elite gold mask Razmiran priests? (Especially without PF1 coup de grace rules, heh). While I’m rooting for the underdog and his story, it makes no sense.

He didn’t even help us at all, even after being healed, in combat. He is this epic figure, yet "protects the entrance". I’m sorry, epic heroes, that are not villains in disguise, don’t protect the entrance, they help.

About forest:

I agree with the other reviews in that it made no sense to booby trap the entire forest with scroll of fireball.

Maybe this aspect of the scenario was easily forgotten since we had a good Rogue.

I’m not sure if my GM made a mistake or whether vampires were intended to be fought like whack-a-mole, but this aspect of combat was ridiculous. The scenario could have been over in 2 hours but this not only made the combat more deadly, but it also dragged the scenario out to 5 hours.

There are several incapacitation effects in this scenario and it's quite deadly.

The last combat was very swingy because of a certain spell, which made it overtuned because our dice were cold. I still liked it, but we came within one die roll of TPK. I’m not sure the GM had us in the right subtier, because the encounter as written would be listed as Extreme.

Having said that, this scenario was enjoyable and refreshing because of the lack of a skill gauntlet.

Overall: A OK story (albeit short) but it just doesn’t compare to scenarios like "The Cultist's Kiss". (7/10)


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Linnorm brats

1/5

Linnorm was a skill and roleplay-based scenario with trivial combat.

Being a chaperone and servant of a bunch of psycho entitled brats, isn’t my idea of a good time. Next time, leave the option open where we just kill them all and fail the mission (like Frostfur Captives). I would have taken it. There are enough entitled brats with no accountability in the real world already, we don’t need to waste our fantasy time about it.

In addition to the obnoxious roleplay, it felt like a never-ending gauntlet of skill checks. The scenario ran long, more than 4 hours.

There were also several situations that made no sense.:

For example, the "brave" sailors that get so scared of the visiting Linnorm children, they jump out of their boats and into the water, effectively killing them because apparently they don’t know how to swim (and apparently don't know that cold water from polar regions can instantly paralyze you when entering the water), and we need to rescue them (by swimming out to a flailing person drowning)...

I was also annoying that Linnorms, who only have animal intelligence (which distinguishes them from dragons), had Linnorm CHILDREN that were often smarter than most NPCs!

Another annoyance is with Paizo overall. Why is everything that was evil, now being turned into something cute? Are we in some 1984 experiment? The list could go on and on for pages, but Orcs, Goblins, Hobgoblins, Kolbolds and now Linnorms were all evil, but are now the good guys. There are no bad guys left. Oh, I guess there are the Duergar, because, you know, slavery.

Overall: A never-ending skill check gauntlet while taking care of a group of psychopathic entitled brats, without the agency to correct them, was horrible. (1/10)


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Pallid special

2/5

Pallid is a combat scenario with some skill checks.

There is not much to say about this special. The story was very plain, there was no roleplay, it was very generic.

At subtier 5-6, the combats were extremely easy and the scenario was extremely forgiving on taking rest breaks. There was no danger whatsoever, but maybe that’s what was needed after a long hiatus from Pathfinder. The combat was likely super easy because the scenario was made for levels 3-4 and then adjusted for 5-6 by adding more weak mooks.

Overall: Generic, easy going combat fest that won’t ruffle any feathers. (4/10)


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Wondrous Repeatable

4/5

Wondrous is a skill check scenario with some combat.

Wondrous is a repeatable and I really like how they made it repeatable if I were to play it again.

Out of the 4 artifacts we identified, I found that only one of those missions had a good story or good lore. One mission was extremely boring (long series of skill checks). The other two were OK.

”Combat”:

Yes the Barbazu almost killed my PC at subtier 5-6, with the bleed that is very difficult to stop and it stops healing. GMs don’t really know how to adjudicate it or communicate your options.

Barbazu isn’t a scenario problem, the creature is probably not rated correctly.

Wondrous is not particularly memorable… which is a good thing for a repeatable... right?

Overall: A fun excursion that you will probably forget in a week. (7/10)


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