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Sign in to create or edit a product review. I ran this one during the weekend for a 4 player party in the low tier. Setting
Skill challenges
Combats
Detractions
All in all, I really enjoyed running this scenario. The length of the scenario combined with the detractions mentioned above knock it down to 4 stars. Perspective: I ran this low tier for a party of 3 level 7 players and one level 5 (14 CP). The good
The problematic
The bad
Example of a stat block error:
An example for this is a variant creature that has a 0ft Reach despite having become Large (basic creature is Tiny) - Many creatures get a "Variant" of an existing creature together with a Rare rarity tag, where the only difference is comparable to an Elite template. This just feels like an arbitrary +5 DC increase to Recall Knowledge on top of the already increased DC for increased creature level. So I'm not talking about creatures with Numeria-specific alterations, since those are rare enough to warrant the tag. - The chronicle has incorrect prices for the unlocked items. Chronicle errors:
A +1 weapon costs 35gp, not 41gp: This simply looks like a mistake.
A +1 Striking weapon costs 100gp, not 71gp: This looks like an unintended discount, as there is no mention of either a discount or a limit. Not much to say really: Great setting, good combats, interesting story (and by now the start of a reasonably long scenario chain). ![]() Pathfinder Adventure: Threshold of KnowledgePaizo Inc.![]() Add Print Edition $5.00 Add PDF FREE Non-Mint Unavailable Good scenario!![]() ![]() ![]() ![]() ![]() A straightforward and slightly challenging module. I think it's a decent showcase of what Pathfinder 2E has to offer, though a Remaster version of the pregens (including assigning a missing feat here and there) would be cool. This one runs que fast, but it has cool encounters and amazingly written pregens. 2 thumbs up! Perspective: GM'd this at high tier (19 CP) Story wise, this is a worthy successor to Lost on the Spirit Road. The situation and feel of the situation are alien (slightly creepy) and well-described. Even though the combats are somewhat on the easy side (to be expected in a 1-4 tier scenario nowadays), they are interesting and varied. It's easy enough to setup the encounters to be challenging, without immediately becoming utterly deadly. The skill challenge subsystem used is easy to understand for the GM, and doesn't require sharing any mechanics with the players. This gets a huge "Thumbs Up!" from me. All aspects regarding replayability are thought out well and very well implemented: I honestly experience this as a breath of fresh air compared to more recent replayable scenarios. Perspective: Player, low tier 16 CP Story wise this was interesting, and it was already set into motion during season 5. I'm curious to see what's going on here, though I'm not sure I like it. Combat wise, the fights were not very interesting. Particularly the last fight makes use of a creature that should not be there at the level 1-2 subtier, ever, regardless of CP. Mechanics wise, the GM described the part between the first and second combat as confusing. Also forcing at least 1 PC to sit out a whole combat should not be considered when writinga scenario: It works in movies and series, but not in a tabletop RPG, as you rob these players of a chance to have fun. Finally, basically have multiple scenes back to back without a chance at downtime is fine at higher levels, but for low level (and especially intro) scenarios, this is just not fun. Skill wise, I like it: The DC's seemed reasonable and well spread out. Perspective: I ran this in low tier for 5 players at 18 CP. Lore & Flavor
Skills
Subsystems
Spoiler: subsystem I've seen, and the rewards for it are a more interesting than the standard your subtier potions that you often get. But as has been pointed out by others, the system is substantially harder with 5 players due to the amount of required vs available checks. I was also missing some DC's for the 'standard' skills within the stat blocks of some of the NPC's.
Influence The other subsystem was interesting, but I felt it was badly phrased, leading to some confusion. The way it was written leads me to think the scenario (or at least this part?) was originally not intended to be a replayable one. Combats
Content warning
Humour
Summary
Perspective: Played this at high tier (bard 6, oracle 4, summoner 6, psychic 6, Valeros 5 and Ezren 5) Combats & hazards
Skills
Flavour & Lore
All-in-all, this scenario reminded me of the PFS1 scenario Thralls of the Shattered God, which is one of the best dungeon delves I've played. This scenario does a very good job and feels like a worthy spiritual successor of that one. Kudos on this scenario! Perspective: Played it low tier (alchemist 7, barb 7, barb 8, cleric 8, witch 9, swashbuckler 7) The positive side
The mixed bag
The negative side
- Please simplify the explanation of puzzles: If GM's don't understand them, they can't explain them to their players. Also being able to completely bypass one with a simple check has a weird effect on tension and immersion. - Please don't use flipmats from modules (spoilers, availability)... The Noble Estate or even Pathfinder Lodge flipmats exist, and would have fit just as well. Edit to add: Despite the mixed bag and the negatives, we did have a good time! Story wise, this scenario continues where we left off in the Safa storyline. It leads us to the magical island of Jalmeray, which is portrayed really well, and the NPC's are evocative. I think the combats could have been interesting but we could talk our way out of them (which is good and makes sense story wise). Unfortunately that's kind of where the positive feedback ends for me:
2) We're basically getting to puzzle our way to new information about a specific target (revealed at the end of the previous story), yet we're somehow expected to (without cause) dive head first into a side-plot that reveals itself halfway-through to be the main plot of the scenario, that not even barely manages to announce itself at all. I'm a bit disappointed in this one: The whole Safa storyline was really cool up to now. Sadly this scenario comes over as filler content just so you can kind of dramatically reveal at the end who was actually our quarry. Just... Meh... :( I like this one: It has fun(ny) encounters without falling into the slapstick trap, as has been the case with too many recent scenarios. I have a few question marks with regards to the actual replayability since the choice of encounters is largely dictated by player choice, but in general it's a well thought-out and developed scenario. Note that I especially like the "alternative" final encounter a lot, even though the scaling within the tiers seems to heavily favour being in the higher Challenge Point regions of the said tier. The main inconvenience of the setup is that you have to make it clear to the players that it is a skill challenge that uses very varied skills (instead of only the obvious one). Even then, I think most people will veer towards the combat option, despite the alternative being really well set-up. Good marks again for Mikko! Played this yesterday in the high tier (26 CP). The flavour clearly showcases Ustalav in an unmistakable way: The huge and depressing 19th century Transylvanian countryside, combined with the second wave of industrial revolution experiments. Love that. The story is an interesting investigation, where you're trying to understand what is going on, what has happened, with the help or hindrance of interesting the NPCs. The combats are cool: The "experiment gone wrong" encounter was nicely set-up (though weird), and in all combats Recall Knowledge really paid off (Knowledge Domain cleric), giving an idea on how to deal with some of the creatures. Reusing this map for the mansion makes sense given the location, but I agree with others that it's a bit overused. The inside doesn't really match the description we get from the boxtext anyway, so it could just as well have been Noble Estate or another less used map. All in all we had a good time, though it ran long. First off, I did enjoy both playing and running this scenario. It has amazing flavor, but there are some challenges to overcome. The pros
The cons
All in all
My expectations surged high when the module was announced as soon as I saw the author (very good memories from Thralls of the Shattered Gods!). I enjoyed prepping this one immensely, and had absolute fun running it. Prep
Story
Mechanics
Combats
Overall
Perspective: Ran this high tier for 6 players (20CP). Mechanics
Combats
Lore
Played this one the other day; We fell just in the high tier. The mystery was okay (seen better, seen worse), though the callback to #2-13 is obvious and there was no real surprise. Yet I like that the investigation is at the heart of the unstable Great Power that is Taldor. It did a good job showing the powder keg that is Oppara, and I wonder if we're going to see more of that in later seasons (writing as we are nearing the halfway point of season 5). I've always been a fan of Gloriana Morilla and her storyline ever since she became head of the Taldor faction, so I certainly hope so. I did like the skill encounters: They felt different, they were varied in required skills, and made it possible for nearly everybody to participate at the same time. What I slightly dislike is the low number of combat encounters: I'm all for the possibility of skipping a combat (it gives other people the ability to shine, and it's cool to prevent or defuse a situation), but in this case that leaves only a single combat encounter, which feels a bit disappointing. What I really dislike is unfortunately a gripe with the general Season 3 metaplot, so I guess that's on campaign management (not on the writer): Two-parters are generally geared towards a single mystery that needs to be solved over 2 adventures. It's meant to be solved in part 2, even though in most cases you are pushed towards solving it from the start before hearing "we'll contact you again soon" seemingly halfway through the mystery, which the taste of a meh-quality cliffhanger. Having played all of the season 3 multi-parters, only one part 1 felt actually satisfying, and it's not this one. One of the better designed skill heavy scenarios I've seen published in a long time, with enough opportunity to roleplay. An important sidenote is that players should really be made aware of which minigame they are playing, otherwise the DC's will end up a lot higher than expected (as was mentioned in a previous review).
Perspective: Ran this low tier (15CP). The lore is cool, even if some of the flavor gets ruined a bit with the Remaster's reimagination of magical schools. The encounters are interesting, and meaningful since they all manage to convey a story. The skull has been amazing in every scenario so far, and the scenario is not afraid to show its power without overshadowing the players. The skull's background and personality lends itself to casual ridiculous ostentatious displays of magic, and I love it. Skill wise, this one is fun: The skills are reasonably varied (within the range that you can expect) and DC's are right. My only gripe is with the boss encounter: Once more the BBEG stats are disappointing, suggesting they lack any will to live (though that may be an issue limited to the low tier, as its stats are somewhat more reasonable in the high tier). If all the other encounters have more survivability than the boss fight, then what's the point of a boss fight? This seems to be a constant for the lower level "part 2" scenario's of Season 4: Smug bosses without any real capabilities, which makes you wonder how they even managed to get this far with their plans. Perspective: Ran this in the high tier. I do enjoy the lore that is presented in the Qadira story arc since season 3. It's well presented and evocative. I also like how the NPC's are presented, and their artwork is cool! I did have some complaints about the skill challenges though:
The combats are rough: The BBEG's abilities are punishing, so the GM should really follow the tactics as written to make it work as intended I really enjoyed the flavor of this scenario: It's nice to see the students growing up, but that school really must be built on some ancient chaos themed burial ground or something. Positive sides:
Negative bits:
From a GM perspective this one was mostly clear and easy to prep. The handouts are useful, most of the information is there, it's just that after running it, some of the main mechanics of the scenario feel a bit off:
Spoiler:
The skills are all to get to the rifts. But the fact that the party just knows how to close something of such magnitude without any information, description or even so much as a knowledge like check, just doesn't make any sense to me. Finally, for a time-sensitive scenario, this one runs strangely long. A lot is happening, but it's mainly due to the combats. They are evocative and reasonably challenging, but Spoiler: . Loved the high tier BBEG encounter: Those monsters are cool!
all enemies are relatively tough, and/ or rely on kiting, which naturally lengthens combat. All in all I did absolutely enjoy running this one. Highly recommend, especially the high tier. This one was fun to play. I enjoyed the references and the natural chaos generated by the NPC's: A GM that hams them up really boosts the whole experience of the scenario.
I'm not entirely sure what the point of the scenario was: There's something with introducing new major NPC's for the season, which is ok; Introducing Blood of Elements and the changes therein, as well as planar politics that we know nothing about, sure. But do the encounters have to be so meaningless? I get that the intro scenarios get easier combats, esecially in the low tier, but the phrase "No will to live" really applies here. Also whats the point of that map? You can do everything without the tile(s) where the final combat takes place. I'm not sure how much of a spoiler this is anymore, but lore wise it still doesn't sit well with me that Spoiler: I get that there is a metaplotline going on with it and the whole elemental shabang, but still... It feels like diluting something awesome into something completely ordinary.
the Maze of the Open Road, a major dangerous story element from PF1 has become a playground for children and tourists (intentional exageration, though not by much). Perspective: I ran this today for a 4-player high tier party (20 CP). From the way everything is setup, to the way the PDF is written, everything about the scenario brings back early-ish PF1 scenario memories, in a good way. But when prepping, a GM should be careful that the editing to delimit encounter sequences is somewhat unclear. This is likely the reason for some of the negative reviews below. A GM should be very careful when Spoiler:
parsing the sequence on pages 8 and 9: The To the Lair passage should not be run as part of encounter B. Run the To the Lair part in Exploration mode, and switch to Encounter mode when reaching encounter B. That encounter is terrifying enough without adding any other damaging potential. The story felt old school PF1, though a little bit more information about the NPC the party is trying to convince, would have been nice: My players were asking for more information, and I just couldn't give any. I was also missing some background information about the BBEG, because this felt like a bit of a random guy having a beef with the Society for some unknown reason. I don't mean a whole story arc like we got for GMT or Thurl in PF1, but at least something to be able to improvise some roleplaying. On the mechanics side, I like how simple everything was to run. It's almost fresh to see regular mechanics instead of the complexer mini-games we often get in so many of the scenario's. I enjoyed the first and last combat very much: It's nice that you actually get supplies to deal with the specific type of enemy, and that it's absolutely worth it to use them. If the party fails to ask how to use them, remind them about the existence of Recall Knowledge. As to the BBEG fight specifically, I loved Spoiler:
seeing a BBEG caster that can actually suffer punishment from the party long enough to show what he can do and dish out powerful magic for multiple rounds. The second encounter encounter on the other hand was brutal and had my players fearing for their lives. These monsters seem Apex-level creatures for their tier, which makes the encounter quite overpowering. There is also some unclarity about how different rules interact with one another, which resulted in a few GM calls. I'm not entirely sure how people get to 6 combat encounters as mentioned in an earlier review though. All in all I enjoyed running this one very much!
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