Over the years I'd gotten used to PFS Scenarios with wacky new mechanics, social skill extravaganzas, and tricky enemies with combinations of abilities that strike fear into the hearts of GMs and laughter from the players.
This has none of that. It's straight up dungeon crawl, filled with enemies and hazards you've probably seen before in all sorts of modules published in the 80s.
Relax your brain a bit and you too can have a nice change of pace adventure before getting back to the more substantive adventures you can find in the later seasons.
PS: If you feel you need a challenge, try to figure out the faction missions without the handouts!
There's a lot to do in this scenario and that makes it awesome! Even though my character doesn't have the greatest investigation or negotiation skills, I enjoyed acting as the bodyguard and putting in suggestions to the faces as appropriate.
There's so much opportunity for roleplaying your way through the encounters that you might run out of real world time. That's what happened to us, unfortunately; our group had to stop partway through the rescue operation. :(
But in our play that was the only flaw, and if you can plan to have an extra hour or two for it that isn't too bad a flaw.
I haven't played this one, but I enjoyed running it. The puzzles aren't bad and it's a good excuse for groups to take Ezren as a pregen. It's a little fiddly with the "deck of finds" and your combat folks may be annoyed by there not being any fights at all but otherwise seemed like a good mix.
This was a fun one. I liked the setup and I was especially glad I could contribute to the sandbox challenges even though I was playing a character who wasn't well-suited for what we could accomplish. The big fight was tough but not unfairly overwhelming like sometimes happens.
If you can, find a group of friends and play this one. I think you'll like it.
...but I don't think it was worth a character death and a series of encounters our random table could not possibly be well-equipped to handle.
I don't know if we were supposed to do anything but cautiously blunder into encounters, but even trying not to do so that's what happened:
Note: Our group was short a melee tank type.
Open the door: get attacked by "golems". A very tough fight; we barely scraped through by the skin of our HPs.
Walk around the corner: get shot by sniper girl. We eventually knocked her out and talked to her.
Go up the stairs: watch as two of our characters get eaten by the flower, one of whom died before we took the plant out.
Look into the next room: another encounter starts with no McGuffin in sight. With most of our resources used and down a character, we decided to run.
Not every table is made up of a group of 6 perfectly equipped and optimized characters covering all the major character roles. Maybe this would have been fun with a better mix of character types, but as it was it was a downer. Hopefully the other Museum adventures are better. :(
Some folks might find it a bit too much talking (like its fellow influence adventures) but I like the mix of combat, roleplay, and even the "other stuff". (A low-tier chase scene people actually like! Gasp! :)
The things I didn't like were small and have been mentioned already. (Swim check!)
Overall I think this is the right idea for a more social scenario.
Played this in the big group at Gen Con. Due to the mess of mustering I played in a group of 6 with 5 different factions and we didn't get to play my faction mission.
The ones we did play went well for our group and worked mechanically, but I'm not sure they all made sense. (Sczarni puzzle chase? We do this for Taldor...err...Mendev? We didn't play the Silver Crusade one, but that gets called out quite a bit.)
I'm also not sure what the group aspect to this was supposed to be. Our GM didn't know they were supposed to be reporting successes. I'm guessing this was just leftovers from the change from group special to standard mission?
By starting with an encounter that seems designed purely to kill tables of PCs with no warning and quite possibly no chance to fight back, this scenario is one of the least enjoyable ones I've played.
We lived through it due to one very powerful PC build. The rest of the scenario went fine and my character even had a couple of good moments, but after the 2+ hours of the first fight and the rush to finish in the time allowed the enjoyment was gone.
I don't mind dying in RPGs; my character probably should have died in this scenario. I just want to feel like I gave it my best shot, or at least a shot.