This adventure is based on mass combat, it could have been great but falls short of what it could have been. When i first looked at the description I imagined something like the seige of helms deep from Lord of the Rings, or Assault on Kings Landing from a song of ice and fire but i suppose my expectations were too high. The mass combat rules accomodate only a single player and that leaves me coming up with another way to entertain the other 3-4 players while 1 of them is commanding.
Interesting idea to give command of an army to players and the addition I loved the NPCs presented but my players arent quite as fond of them as the ones presented in the first one with the exception of the bard, Nurrah. Finally an introduction into the worldwound and plenty of nasty encounters to throw at them and alot of shiny items that borders on "loot porn." Mass combat rules are cool at least. The mythic bad guys in this game are very fun to use and if their stats are reworked then they are very deadly and challenging and more to what a mythic challenge should be like.
The mass combat rules should have included multiple armies or skirmishes to insert during a battle. It was exciting for the player in command of the army but everyone else was bored. I put some other stuff for them to do but there was only so many before we just needed to finish the mass combat or abandon it. At one point the army was reduced to a single hit point and at least half of my players breathed a sigh of relief because they thought they can finally ditch the army they were given and the army's commander felt like her shiny new toy was taken from her. So either all players should get their own army, no one should or have something to make the other players feel equally as important to the war. But it mostly feels like it was in there just to sell Ultimate Campaign because looking ahead, after the second module mass combat is not touched again. A series of encounters and optional encounters keeping track of "siege points" based on completed tasks would have been a much better way to do it.
On an unrelated note the wealth per level i dont think is taken into account of the pre written encounters leaving an average party significantly stronger than most of their adversaries. The railroad here also gets very wide allowing more freedom but little choice in the direction of story progression.
Final Verdict: 3 stars. It was a fun adventure but sharing many of the same faults as the first adventure in that it was heavily railroaded, the challenges were a little too easy and the mass combat was just not very enjoyable.
Oh, and the hard copy book could have just been a bad batch but it was falling apart within a week. After returning it for a new one it had the same problem where the glue that holds the pages together would not hold up to actual use.
It is a fun adventure with plenty of demons and cultists to kill but comes off a little railroaded and very black and white morality. Under very little illusion over what kind of story we were getting into my group decided it was going to be a story they wanted to play, it was my suggestion to try a mythic game so i obliged. I'll split the review into 2 parts, what was good about it, and what was not so good and my reasoning for why i rated the adventure 3 stars.
The characters are pretty well written and very progressive in having having LBTQ characters. As a GM I enjoyed the variety of different personas to play with that are truly diverse. There are also plenty of shiny items the players get early in the game but most of all feels like a good springboard into a good storyline. The ascension to mythic was among my favorite parts of the adventure the adventure got most interesting around part 4, the final part of the adventure. At part 4 the encounters get more difficult and the final boss fight is very interesting and decently challenging.
Unfortunately, the first adventure has a few points where it really lets me down. The game is heavily railroaded and quite literally drops the players in a situation with only a single direction to progress. Actual "railroad" is in danger of no longer being a metaphor if there was an actual train involved. The encounters are fairly easy no one came close dying even a lot of the named NPCs provided little challenge. This persists until part 3, and then it opens up a little but the PCs are left with little choice in direction. There are very little moral choices presented as its very clear cut good versus evil which has me bothered a little bit. And there is also certain things you can do for a bonus reward but are absurdly specific with no real que on that those are a thing. It is very likely without a little prompting from the GM that players will walk right by it without ever knowing they missed something and i dont think the game takes the increased power level into account if they are rewarded.
Final Verdict: 3 Stars.
It was still a fun adventure but was lacking in several areas i find very important.
I just ran this at the local pathfinder society game as a GM and the entire module took us about three and a half hours. The module as written is really just a series of encounters with a weak story and a massive railroad even more than normal. It gets 2 stars because its bad but its not an escort mission.
The module starts off with a 1 way ticket to Oppara in Taldor. The storyhook is because the society told you to. After the party arrives shortly after it begins and some roleplaying among players (for some reason they are allowed in the opera house with ALL of their weapons and armor and pets. What the hell... Not at my home table). Then they are locked in the house and in the first act the room is flooded by zombies yet they only get to fight 4 of them with no option to try to save the other theater goers. They are magically locked in a building filled with about 5 encounters with zombies and a 2 evil clerics and that is about the entire adventure. Kill the zombies, find the Mcguffin and the end. Boring, bland with a very weak story.