Gold Dragon

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RPG Superstar 6 Season Star Voter. ** Pathfinder Society GM. 3,130 posts (3,157 including aliases). 256 reviews. 1 list. No wishlists. 23 Organized Play characters.



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Forgettable Exploration

2/5

Gods is mostly combat and exploration with some skill checks and a little investigation.

I can see why players are displeased with Gods. No one likes effects that reduce your stats, and this scenario features a non-core mechanic that makes it inevitable (which irritates players who invested feats to counter it). So you're either going into a deadly combat severely penalized or someone has the foresight to spend 2000+ gold to repair your stats.

This scenario had a lot of weak encounters in it that were not really satisfying. The main encounter is long and could be viewed as annoying by some players (if your stats are affected it makes it worse), but I thought it was the best part of this scenario.

Detailed Rating:

Length: Medium (4 hours).
Experience: Player at subtier 6-7 with 6 average PCs.
Sweet Spot: TBD.
Entertainment: Lots of weak unimportant encounters. (5/10)
Story: Thin story that you only got to learn about in the end. (5/10)
Roleplay: Almost none. (2/10)
Combat/Challenges: The main combat was OK. (7/10)
Maps: Not sure, it was all hand drawn. The maps favored the opponents however, which is the way it should be. (8/10)
Boons: Useless. (2/10)
Uniqueness: There aren't many exploration scenarios like this.(7/10)
GM Preparation: TDB.

A forgettable exploration (5/10).


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My favorite character sheet

5/5

This is the character sheet I've been using for years. You can do anything with it, there are no auto-calculations, and it's saveable. I have all iterations of my characters stored and premade before conventions. Highly recommended.


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This is not the Bloodcove you are looking for

3/5

Blockade is mostly combat with a little investigation and roleplay.

I've played the previous Bloodcove scenarios and they were all great, memorable, so I always look forward to returning.

Unfortunately, this trip to Bloodcove was mundane. Impress this person, impress this person, yawn.

Being in Bloodcove didn't even seem dangerous. Are you wearing disguises? Yep. No roll needed.

I'm still unsure about the mechanics of the last encounter. Some hit points seem off.

Detailed Rating:

Length: Medium (3.5 hours).
Experience: Player at subtier 6-7 (4-player adj) with 6 average PCs.
Sweet Spot: TBD.
Entertainment: It was OK. (6/10)
Story: There was a story, but it wasn't great. (6/10)
Roleplay: Small amounts of roleplay that were not great. (5/10)
Combat/Challenges: The second encounter had a neat mechanic. That saved the scenario from being 2 stars. (7/10)
Maps: Looked good but GM hand drew them. So not so good. (8/10)
Boons: Great, especially for Exchange, almost too good compared to the lack of risk. (9/10)
Uniqueness: Impress this person. (3/10)
GM Preparation: TDB.

Overall: The first non-memorable trip to Bloodcove :( (6/10).


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Great paint job

5/5

The paint job in the product image is awful. But the paint on my mini is one of the best humanoids I own. I'm not sure why they're so inconsistent.


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Great shading

5/5

This mini had a good sculpt and was painted very well, excellent shading , looks great.


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Exceptional

5/5

In a set that has the best quality we've seen so far, this sculpt and paint job stands out. I'm not sure when I'll use it, but it's awesome.


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Best Way to Start Pathfinder

5/5

I recently gave this to my brother and his 7 year old kids, since he was unsure of whether his kids would like the game.

The box includes everything you need to start: An erasable flip mat, some paper minis for your characters and monsters, dice, a starting adventure, and easy rules.

It's really too bad this box wasn't promoted more in game shops and conventions, it's a cheap and easy way to get into Pathfinder.


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Cheap Incentive


I can't write a proper review since I don't own this set.

But I do own the case incentive. And I'm not a fan of the fire lord at all. There are no details to it, it's very plain and cheaply done. The fire elemental found Shattered Star was not perfect, but at least it wasn't washed out and didn't feel cheap.

I didn't buy a brick because I already have plenty of goblins, reptile humanoids (Legends of Golarion), halflings, zombies, ghosts, and minotaur. I like the rares however but can't justify buying a brick for a few.


Great Set, Amazing Faces

5/5

From the commons to uncommons to rares, they have the best quality, a 5 star quality, to them. For example, a common like "Reclamation Squire" was painted as well as the iconic heroes sets. For that matter, every mini I received was done with that same care. Could not ask for better quality.

In terms of faces on humanoids, Crown is the best mini set so far. The faces on the commons were done better than many of the iconic heroes. It actually makes me wonder how my commons could look so good when in previous sets, the rares sometimes had disastrous faces. Even in iconic heroes, many of the faces were only "OK". Hopefully it's this good going forward, the bar is set high now.

Crown also filled out many missing pieces, like the devils, king, children, spiders, dogs, and of course, Red Mantis Assassins!

In 2 bricks there were no broken minis and the distribution was fantastic.

A great set IMO.


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An Amazing End to the Series

5/5

Serpent is a great mix of combat, roleplay, and strategy.

Like the other parts, the leadership aspect of Serpent played a huge role in this scenario and we got to interact more directly with the NPCs, which was great. Maybe it was my GM, but there was humor in the outcomes.

The storyline and NPCs we met were also beyond expectations. Most of the scenario was a sandbox.

There were great choices to make, interesting negotiations with various NPCs. And the entire thing was epic.

The decisions you make affect future seasons to come. You couldn’t really ask for anything more from a high-level scenario.

”Detailed Rating”:

Length: Medium (4 hours).
Experience: Player at subtier 12-13 with 4 great PCs. Normal mode.
Sweet Spot: TBD.
Entertainment: This is why we play RPGs. (10/10)
Story: Loved it. (10/10)
Roleplay: Nicely woven into the scenario so that even combat fans won’t notice. (10/10)
Combat/Challenges: Challenging but not overly so. And interesting as well. (9/10)
Maps: Perfect. (10/10)
Boons: Fantastic, balanced, and well deserved boons. (10/10)
Uniqueness: Loved every aspect of this scenario, especially the end. (10/10)
GM Preparation: Only the best of the best GMs should run this.

Overall: One of the best high-level scenarios and a completely satisfying end to an incredible story arc. Can we have more? (10/10).


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A Decent Bridge

4/5

Beyond is mostly combat with a little roleplay and investigation.

Like part 1, Beyond doesn’t pull any punches and there are some truly horrible things that can happen to your PC, but like they say, death is only a condition at level 12+.

The encounters were well constructed and non-typical, interesting environments.

Again, I really liked the leadership aspect of the scenario, although it wasn’t as well done as parts 1 and 3.

There are nice plot points at the end, explaining the Aspis plot that has occurred over the last 2 seasons.

Although it was good, it was also the weakest of the 3 parts.

”Detailed Rating”:

Length: Medium (2.5 hours). Runs really fast, we did parts 1-3 in 2 slots because of this.
Experience: Player at subtier 12-13 with 4 great PCs.
Sweet Spot: TBD.
Entertainment: The ending was worth it. (7/10)
Story: The science labs had a story. (7/10)
Roleplay: Better than expected (for a dungeon crawl) with some choices. (7/10)
Combat/Challenges: We had to use some creative solutions for the last encounter. (8/10)
Maps: The last map was good, especially printed in color. (8/10)
Boons: Creative boons. (8/10)
Uniqueness: The end encounter was good. (8/10)
GM Preparation: TBD.

Overall: Beyond was by far the weakest of the three parts, but was still very good (8/10).
Thanks again for making something to look forward to at level 12.


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On the Right Track

3/5

Scar was mostly combat with a small amount of roleplay and skill checks.

Scar starts off great. 5 stars. But then unfortunately diminishes as the event wears on.

I think Scar did a much better job as a special event than the last two specials. There was combat, but it didn’t completely dominate the scenario. And there was actually a story and time for it to be told.

Having said that, there were too many repetitious combats, and not enough time for them. It’s not a fault of the scenario per se, but event planners often don’t make enough time to finish the final encounter. By the time everyone moved down to the combat zone, the event was over and we barely got to attack once. Dissatisfying.

I still think the aid tokens can be simplified. The "boost" effect didn’t really come into play since we had so many subtiers. Does boosting in subtier 10-11 help subtier 1-2? That wasn’t really explained. Also, the aid "token" was several papers paperclipped together. Isn’t it possible to simplify it enough that all subtiers can fit on one page? Keep it simple, keep the aid useful and people will use it.

Although Scar is meant to be replayable, I’m not sure I have any intention of playing it again, even if 1/3 of it has changed.

Detailed Rating:

Length: Very long (5 hours).
Experience: Player at subtier 3-4 with 6 average PCs.
Sweet Spot: TBD.
Entertainment: The start was great, talking to the orc tribes was great, some of the combats were unusual and interesting, especially for a special. Great job. (8/10)
Story: Better than other specials. (7/10)
Roleplay: There was some and it was OK. But the time was really limited. (7/10)
Combat/Challenges: Did a great job for a special. (8/10)
Maps: Lots of flip maps, good. (7/10)
Boons: The boons for specials are always powerful, but these ones were balanced. (10/10)
Uniqueness: Not bad, I liked the start. (8/10)
GM Preparation: TBD.

Overall: An improvement over recent special events. (7/10).


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Pure Roleplay

5/5

Alabastrine is a pure roleplaying and skill-based scenario.

And it was a great experience. It was extremely similar to The Blakros Matrimony, in terms of setup and mechanics. You need a good roleplaying GM to make this shine because this scenario could easily vary from a 1 star experience to 5.

Some reviews have said that this scenario is more easily accomplished through Knowledge skills and that simply is not true (my character had only diplomacy and sense motive and did well). You can relate to almost every patron through Diplomacy, it’s just more difficult. By allowing skills other than diplomacy to be used on certain bidders, IT’S ALLOWING THE ENTIRE PARTY TO PARTICIPATE equally.

The history and city of Alabastrine also evoked the imagination. I wish the bidding was done in the city.

The environments also made for good roleplaying moments.

The only flaws in this scenario were:
1) I had 4 creative solutions and they were all ignored. Of course, you don’t want to break the scenario, but it would be nice if they had some effect. Maybe it was more of a flaw with the GM.

2) The NPCs didn’t have as much personality as The Blakros Matrimony. Most of the roleplaying “flare” came from the party environments rather than the personalities of the patrons.

3) Editing errors. The two hammers touching on the bridge was mentioned far too many times in the box text and became a running joke at the table.

4) I believe my GM adjusted the DCs of the skill checks down, that they were too high.

”Detailed Rating”:

Length: Medium (4 hours).
Experience: Player at subtier 1-2 with 6 average PCs.
Sweet Spot: TBD.
Entertainment: I love roleplaying scenarios and this one was unique. (10/10)
Story: Great but I wish the GM allowed for creative solutions. (10/10)
Roleplay: Good roleplay moments, but mostly based on the environments rather than the NPCs. (9/10)
Combat/Challenges: Allowed the entire party to participate, including a gunslinger and cleric who had limited skills. (10/10)
Maps: The one map was fine. (7/10)
Boons: Very interesting the route the boons are taking lately. (9/10)
Uniqueness: The concept of bidding for control of a city and sabotaging the efforts of the Aspis using political intrigue only was great. (10/10)
GM Preparation: TBD.

Overall: A great roleplaying scenario, I hope to see more that are similar to this. (9/10).


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Not Scary

2/5

Reaping is a mix of roleplay, combat, and investigation.

The first thing I should mention is that it’s not scary. Not even Goosebumps scary. It's more of a comedy than anything with the cute NPCs.

My problem with Reaping is that there was nothing interesting or innovative in the scenario, and I didn’t learn anything new about Golarion. It was very basic, not even worth my limited gaming time.

And as others mentioned, the combat was extremely easy (no one took 1 point of damage and we had a very average group), but even if the combat was more challenging, it still wouldn’t fix the scenario.

The mission (asking forgiveness from a low-level informant) itself is beneath a Pathfinder at level 4-5. I think this scenario would have been more suited to be a level 1 evergreen scenario with variations.

”Detailed Rating”:

Length: Medium (3 hours).
Experience: Player at subtier 1-2 with 6 average PCs.
Sweet Spot: Subtier 1-2 because of the mission.
Entertainment: (3/10)
Story: Seen this many times. (1/10)
Roleplay: Lots of opportunities but bland without a great GM. (7/10)
Combat/Challenges: Come on. (1/10)
Maps: OK. (7/10)
Boons: Great boons (my favorite is the Leshy Token) but too many. (9/10)
Uniqueness: Been there, done that. (1/10)
GM Preparation: TBD.

Overall: This scenario should only be used to introduce new players to the game (because it can’t kill them) and should be done with a good roleplay GM. (3/10).


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Taste of Mortality

5/5

Eternity is a combat scenario with some roleplaying and investigation mixed in.

The story in Eternity was befitting for high level play. I enjoyed learning about the different groups protecting the sun orchid elixirs and our tactics to protect multiple targets at the same time.

The combat challenges in Eternity were interesting and extremely well designed (the NPCs were built to challenge the PCs, not to roll over and die). The combat was tough but fair. But let’s face it, my PC almost died 4 times in this scenario alone when 150-200 points of damage is the penalty for failing a save, I was just lucky.

Some of the combats lasted 7-10 rounds and were extremely satisfying, but that says as much about the GM as it does the scenario, but at least the GM has the ability to challenge any group if he knows what he’s doing.

I don’t want to spoil it, but being a seeker, a boss, was very rewarding and I really enjoyed having the tables reversed. This aspect of all three scenarios was very rewarding and fun.

”Detailed Rating”:

Length: Medium (4 hours).
Experience: Player at subtier 12-13 with 4 highly optimized PCs.
Sweet Spot: TBD.
Entertainment: Met my overly high expectations of what high level play should be. (10/10)
Story: Good story, but didn’t 100% understand 699 aspect. (8/10)
Roleplay: Roleplay added to the scenario in an interesting and unique way. (8/10)
Combat/Challenges: Some of the best combat encounters I’ve had the pleasure of playing. (10/10)
Maps: Hard to tell, some maps were hand drawn and others were flip maps. (8/10)
Boons: Super boon. Damn. (10/10)
Uniqueness: Loved being a seeker, loved the respect and support that goes along with being high level. (10/10)
GM Preparation: TBD.

Overall: A great start to high level play in the future. Thanks Tonya and John for having something to look forward to at level 12+. (10/10).


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Eat or Be Eaten

4/5

Eaters is a combat scenario with a good story and some roleplay.

Other scenarios have been labelled as “horror” scenarios but don’t do the job. Eaters is especially gross and disgusting (in a good way). And the encounters... terrifying.

There is no doubt that this scenario can be deadly, especially if the PCs are not tactical. It can be very swingy and things can go bad quickly. We (were not smart) and got lucky. Perhaps scenarios like this should be labelled "veteran" so more casual players don't get their PCs slaughtered?

Having said that, learning about the Gloomspires, the inhabitants, and the pirates was fun. The encounters were memorable and well designed. There were opportunities for good roleplay throughout. There was a fun choice to make at the end.

”Detailed Rating”:

Length: Medium (3.5 hours).
Experience: Player at subtier 1-2 with 6 average PCs.
Sweet Spot: TBD.
Entertainment: I thought it was memorable. (8/10)
Story: Introduced us to a new location, a new culture. (8/10)
Roleplay: Some inter party and negotiation roleplay moments. Will depend on how bloodthirsty the group is. (7/10)
Combat/Challenges: Fun but perhaps too lethal. (8/10)
Maps: Colored maps really helped, especially in the main room. (8/10)
Boons: OK but will most likely be forgotten. (7/10)
Uniqueness: Learned about new cultures, new ways to corrupt PCs, and new ways to TPK. (8/10)
GM Preparation: TBD.

Overall: Eaters was an enjoyable horror scenario. (8/10).


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Non-Stop Elemental Fights

1/5

Captive is a combat based scenario with a few skill challenges.

Captive was encounter after encounter against elementals, and that’s not an exaggeration. Well, there is the odd undead or golem. For years the feedback has been there are too many generic combats in specials, but Captive just takes this to another level.

The two skill challenges allow for so many different kinds of skills to be used (even Diplomacy and Perception), they were meaningless and didn't make a lot of sense. It was just a roll off.

In terms of story, this special was the worst (by far) of any special I’ve done since Pathfinder was created. Very bland.

I wonder if Paizo realizes how many new players play specials, thinking that this is the best that Pathfinder has to offer when it’s really the worst that Pathfinder has to offer? Do you realize how many people you turn away from the game by having craptastic combat filled specials?

”Detailed Rating”:

Length: Extremely long (5 hours).
Experience: Player with 6 under average PCs (3 pregens) at subtier 1-2.
Sweet Spot: TBD
Entertainment: If I wanted non-stop combat, I would play a video game. (1/10)
Story: Lame story. If you wanted to bring the egg into the story of season 8, some box text would have been fine. (1/10)
Roleplay: None. (1/10)
Combat/Challenges: Yawn. (1/10)
Maps: Didn't always make sense for the context of location. (1/10)
Boons: Amazing boon of course. (10/10)
Uniqueness: We've seen combat fests before. (1/10)
GM Preparation: TBD.

Overall: Pathfinder shoots itself in the foot with the worst special so far. (1/10)


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Just Not Interesting

2/5

Sandstorm is a skill based scenario with some combat and roleplay.

The story and scenario experience is just not that interesting. You’ll spend most your time making climb, swim, fortitude, and fly checks. Too much of the scenario was spent making skill checks for boons and the secondary mission, telling a story that no one cared about.

Skill checks where the result doesn’t really matter are not fun. So what if it takes me 10 minutes of game time to climb up a cliff face or swim across a pool? There was no real chance of dying, it just wasted everyone’s gaming time. There are numerous examples of this in Sandstorm.

For GM preparation, this scenario took more time than average to prepare and it wasn’t a fun read. The boons, primary and secondary missions, and faction missions were not straight forward and easy to understand. Please, do not make boons like this, please remove boons altogether if I need to make notes just to understand what should and should not be included. In practice I’m sure most GMs will just give their players all of the boons (which is my experience in general).

There were a lot of details in this scenario, I’m sure that GMs will make mistakes (particularly in A3 where the dangerous effect should only be 1 round until a new save is made). For GMs there were a lot of rules that needed to be looked up.

There are several sections and details that are not relevant to the scenario (Ex. Dazzled, the design around the Sandstone Source, talking about tea, etc) and by including them, it wastes the players time and the GMs time when preparing the scenario. This scenario already runs long.

The final combat was too easy.

Spoiler:
If the two powerful elementals are in the fight, they more of less cancel each other out, and even though they attack the lesser elementals, the only challenge to the encounter is really the lesser elementals. Sigh.

Some GMs will (incorrectly) force the players to make a choice at the end, which players dislike.

The scenario punishes the PCs if they aren't murder hobos in certain circumstances.

Spoiler:
In the case of Iyasset, she wants you to kill Qiarah. My PCs were so disgusted by this suggestion, even when later prompted with convincing her to leave the Sandflow Source, they ignored Iyasset altogether and lost substantial gold and attitude. If they hadn't switched to Elsharon they would have lost almost everything.

”Detailed Rating”:

Length: Long (4.5 hours) and I was completely prepared with pre-drawn maps and notes on everything from environment effects to skill checks. I even skipped some of the pre-amble at the start.
Experience: GM with 3 pregens and 2 OK PCs, 1 strong PC at subtier 1-2.
Sweet Spot: Subtier 4-5 in my opinion, the combats will be more challenging.
Entertainment: I personally had fun with the NPCs, which is the only part I enjoyed. (4/10)
Story: A basic uninteresting story. (2/10)
Roleplay: As written the NPCs are jerks and could be unlikable and/or boring. (4/10)
Combat/Challenges: Most of the encounters are complete pushovers and not interesting, but one of them can be deadly (if played incorrectly). (5/10)
Maps: Better than average. (8/10)
Boons: Too complicated and not useful enough to be worthwhile. (1/10)
Uniqueness: Another trial scenario. Yawn. (1/10)
GM Preparation: Not fun. I’ve prepared tier 7-11 scenarios that were less complicated and a more enjoyable to prepare than this.

Overall: An uninteresting story wrapped in skill checks that eat time but are inconsequential. (3/10).


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The Best Set Yet

5/5

In terms of quality, this is the best set yet.

- All humanoids (even the commons!) are as good or better than rare minis of prior sets. Their faces were especially good.

- The dungeon dressing was extremely well done in terms of both sculpt and paint. (Rope Trick, Book of the Damned). Most importantly, the book and pillar will be used!

- Minor gripe, the Invisible Guardian should have been made of clear plastic. Instead he looks like an elemental. I liked that it was common though and wished the bearded devil was common.

- The clockwork dragon and spawn were too specific for me to bother purchasing.

Great work, I look forward to the next set.


One of the Best Sandbox Investigation Scenarios

4/5

Twisted is a mix of investigation and roleplay.

Before I go any further, I want to say:
1) The scenario, as written, didn’t allow most PC groups to learn the story. Which is why we have the poor reviews.
2) There were too many red herrings and because the PCs might not know anything, it can waste time and be frustrating.
3) My GM probably didn’t play everything by the book and he helped guide us away from the red herrings. As a result it lead to an extremely memorable story, a 5 star story.

Twisted has one of the best stories, NPCs, and environment in a scenario I’ve seen. It was extremely memorable, especially RUBARI.

PFS editors, you don’t need to waste your time putting so many boons or so much special gear into the chronicles. I really feel you’re overdoing it lately. It’s not just in this chronicle, it's a trend. A scenario isn’t good or bad based on how many unique potions, scrolls, or wands I can purchase. A few things are fine, but lately I can barely put any (regular) purchases onto my chronicle. I feel like your time would be spent better actually editing the scenarios, so a good idea doesn't turn out like this scenario did.

The conclusion to the story was a letdown but it didn't ruin the journey getting there.

Detailed Rating:

Length: Medium-Long (4 hours). We skipped the optional.
Experience: Player with 6 OK PCs at subtier 1-2.
Sweet Spot: TBD.
Entertainment: Great roleplay and investigation moments. (9/10)
Story: Memorable and unique location and NPCs. (10/10)
Roleplay: Memorable NPCs. (9/10)
Combat/Challenges: Sucked, the enemy and conclusion were disappointing. (1/10)
Maps: Not sure, maps were drawn and used infrequently. (7/10)
Boons: I have to admit the boons were good. In general, less is sometimes better. (9/10)
Uniqueness: I loved the town of Mercy. PFS should have more unique and interesting locations like this! (10/10)
GM Preparation: TBD.

Overall: The scenario has 5 star potential, but it’s wrapped in 2 star writing and editing. (7/10).


Must Play Scenario

5/5

Wardens is a mix of combat and investigation, and a few skill challenges.

Wardens has an exceptional story with a great theme and environment. Fun NPC. I believe that the scenario is so strong, even a GM who can’t roleplay can’t mess it up too badly. It’s worth noting that I hate tech and still thought this scenario was great.

There was a fun decision to make at the end.

The only criticism of the scenario is that the combats were a little too weak, but it didn’t matter. Also, we skipped some encounters, didn't roleplay as much as we could, and it still went long.

”Detailed Rating”:

Length: Long (4.5 hours). Fairly sure the optional was skipped.
Experience: Player with 6 good PCs at subtier 10-11.
Sweet Spot: TBD.
Entertainment: I had fun learning the story and mystery behind this scenario. (8/10)
Story: Unique and fun story, awesome NPC, fun environment. (9/10)
Roleplay: Will completely depend on the GM, but it’s there. (7/10)
Combat/Challenges: I thought the combats were a little weak and some of the monster choices could have been better. (7/10)
Maps: Great. (9/10)
Boons: Players who like tech or powerful boons will like them, I thought they were too much. (1/10)
Uniqueness: Just the NPC alone makes it unique. (9/10)
GM Preparation: TBD.

Overall: An NPC worth knowing and a story worth learning. (9/10).


Return to Awkwardness

2/5

Sky is a mix of roleplay, investigation, and combat.

The roleplay at the start was one of the most painful and awkward RPG experiences I’ve had. “Make friends with Y”. Ughh. It was so awkward, unfun, and delved into painful roleplaying conversations that actually involved date rape drugs at one point. Sigh. It's enough to turn anyone off of RPGs, lol.

The rest wasn’t very exciting. I skipped most of season 6 and I have to say, I hate tech. Hate tech. Hate hate hate. Did I mention I hate tech? Please, season 6 is done, no more, save that s*** for Starfinder.

There was basically one combat encounter in the entire scenario, you had time to prepare for it, and for us it wasn’t challenging at all, it was over in 2 rounds with almost no damage taken. Our healer was bored to tears.

”Detailed Rating”:

Length: Medium (4 hours). I think we actually did the optional.
Experience: 6 good PCs at subtier 11-12.
Sweet Spot: tbd.
Entertainment: Not interesting. (2/10)
Story: Not interesting. (2/10)
Roleplay: There was roleplaying, a lot of roleplaying, but this is not the kind of roleplaying I want. (1/10)
Combat/Challenges: Looked sophisticated but was weak. (3/10)
Maps: OK. (7/10)
Boons: Very good, especially if you like tech. I’m beginning to think people are rating stories based on the boons. (8/10)
Uniqueness: It’s a get the McGuffin story with no twists. (3/10)
GM Preparation: TBD.

Overall: I'm not sure why this scenario is so overrated, what a letdown. (3/10).


A Horrible Nonsensical Story

2/5

Peril is a mix of combat and investigation (if you call following non-logical clues from location to location investigation).

There are two main problems with Peril. First, not much happens in the scenario, and it doesn’t happen fast.

And then there's the story. The story is not conveyed well to the players, I had to ask my GM the story at the end. Even worse, once you hear the story it makes absolutely no sense and it’s just a bunch of contrived coincidences.

The investigation doesn’t leave the players anything to figure out, everything is solved by skill checks. No meaningful choices.

And last, none of the challenges were fun. The last encounter was long, but not in an enjoyable way. A very forgettable scenario. My GM didn’t have harrow cards so maybe that changed the experience, but I doubt it.

”Detailed Rating”:

Length: Short (3 hours). We probably skipped the optional.
Experience: 6 under average PCs at subtier 1-2.
Sweet Spot: tbd.
Entertainment: Turn your brain off for this one. Just do it. (2/10)
Story: Stupid story on par with “Shadows Last Stand 1”. (1/10)
Roleplay: There was some but it was not interesting at all. (3/10)
Combat/Challenges: Not fun. (2/10)
Maps: OK. (7/10)
Boons: Really good, maybe too good. (8/10)
Uniqueness: This story could have been a winner. (1/10)
GM Preparation: TBD.

Overall: Nonsensical, forgettable, turn your brain off for this one. (3/10).


This is what a high tier scenario should aspire to be

5/5

Abducted is a mix of roleplay, skill challenges, and combat.

Abducted was a terrific wrapup to the season 7 story arc. The locale was exotic and interesting, the NPCs were fascinating (that hopefully make a return one day), cool trinkets, great story, and flavorful combats. And it fits into a 4 hour time slot. You couldn’t really ask for anything more.

The only bad part is we didn’t interact with the Aspis agent very much, didn’t learn her story. Also, I still have no idea why the end boss wanted the mcguffin. So the entire story wasn’t conveyed.

”Detailed Rating”:

Length: Medium (4 hours). We skipped the optional and maybe some encounters that weren’t optional.
Experience: 6 average PCs at subtier 10-11 (2 of them optimized).
Sweet Spot: tbd.
Entertainment: The NPCs and storyline were super amusing. Intelligent fights. (9/10)
Story: Fantastic story, fun, open to great roleplay moments. Some story not conveyed. (9/10)
Roleplay: Mostly this is a roleplay scenario. (8/10)
Combat/Challenges: Intelligent challenges and combat. Not too hard, not too easy. (9/10)
Maps: Looked great at a glance, GM didn’t use them :(. (8/10)
Boons: Good boons without going over the top. (9/10)
Uniqueness: The NPCs and storyline were very fun and unique. Exotic is the best word to describe it. (9/10)
GM Preparation: TBD.

Overall: When you get to level 11, this is what you imagine high level play to be like. (9/10).


Boot camp best for levels 1-2

4/5

Ungrounded is a mix of skill challenges, roleplay, and combat.

Ungrounded is basically a boot camp. Your PCs are going to be unfairly intimidated, harassed, yelled at, and maybe more. I found humor in it and played up to it, but others might not.

I think this scenario is ideal for level 1-2 because you’re still a novice and training. If my PC was level 4-5, I would have disliked this scenario.

Having said that, all aspects of this scenario were good. Unlike other reviewers, I felt there was a lot of flavor in this location (GM fluff?).

I just read Amanda's review and I have to say, we the players were clueless. I'm just glad the GM didn't penalize us because it could have easily spoiled the game.

”Detailed Rating”:

Length: Medium (3.5 hours). We skipped the optional.
Experience: 6 weak PCs at subtier 1-2 (we had two level 1 rogues).
Sweet Spot: Subtier 1-2 because it makes the most sense and PCs will not feel the loss of dignity as much.
Entertainment: Was funny to me. (8/10)
Story: Apparently we didn't understand a major part of the story. (4/10)
Roleplay: Lots of interaction, opportunity for humor. (9/10)
Combat/Challenges: The right challenge level, fairly interesting. (8/10)
Maps: Standard. (7/10)
Boons: Creative but too weak or obscure to be of use. Flavorful equipment. (7/10)
Uniqueness: Boot camps are not unique but it was fun to do with an outsider/planar twist, which added to the humor. (9/10)
GM Preparation: TBD.

Overall: A fun time if you can see the humor in army style boot camp training (8/10).


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