Gold Dragon

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sovereign, but nothing outstanding

4/5

In my opinion, this scenario is not to bad, but I didnt run . So far I've only run it once in high tier (23) with quests 1-4 and we got through fine (just over 4 hours). There are enough options to add some variety to the players and the combat has been okay. Not really demanding, but not a walk on a Sunday evening either. There's also some sensible role-playing interactions, which made for a nicely entertaining evening for my group. However, I have to admit that everything has somehow been there before, you hardly get to know any new aspects of Pathfinder 2 here. I think if you reduce the role-playing part as a group, you only have boring dice-pushing.
The story ties into the Season 4 metaplot absolutely fantastically without having a metaplot feature of its own. I already like that very much. However, it is advisable to have the volume "The Great Bazaar" and to prepare a little with it. So you can create a really nice game night for 4 to 5 hours. I'm going to make myself some tea now and bake cookies. 4 stars (sovereign, but nothing outstanding), you play yourself


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great investigative work but a little too big dungeon

4/5

After the great first book, we were really looking forward to the second book. There are again many possibilities to expand the role-playing game, to introduce new (also important for the future) NPCs. Hey, we spent two full sessions getting to know an expedition from Vudra. It might not all be 100% Pathfinder canon, but we all had fun. And then came the mega dungeon. Wow. I had never seen a dungeon that big from the inside. It is also designed really emga cool. But somehow... too big. Especially towards the end, we just pushed our characters through the map like a board game to finally be able to see the light at the end of the tunnel. When the time came, we were all glad that the second book was over. Looking back, my group also really enjoyed the dungeon! But just too big.


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Very good start, a bit boring in the middle, very good ending again

4/5

Agents of Edgewatch is a police adventure. This should be clear to the group before putting out feelers here. And I just think the first book has everything that is needed in a good police adventure path. It begins with harmless little trifles that need to be cleared up. And more and more pieces of the puzzle come to light, culminating in a really blatant killer in the end.
Yes, it will be brutal. And yes, one is not always on a flower meadow to see the sun smiling. But that's exactly what I expect for my part from this adventure path.
I think he's doing everything right. The middle section, however, is a bit boring. But really great beginning and end. And there's a lot to explore, lots of roleplay and interesting combat. All in all solid.


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sometimes unnecessarily difficult if you don't have a perfect group

4/5

The first chapter takes a little getting used to. I can imagine that groups who want some action get bored quite quickly at first. Dear DM, talk to your group if they want action or role play! My group went for the RPG and we really enjoyed having the entire first book without a real fight.
But then came Chapter 2. What I really like is the exploration mode. Revealing the map piece by piece is always a nice game idea. But some challenges are pretty deadly, to say the least. Although the group always has full resources, it has had to withdraw here and there. The problem for us is that my group is not a 1A perfectly coordinated group. Unfortunately, this is particularly noticeable in this part of the campaign, which can lead to frustration again and again.
Part 3 is also really quite challenging, since you only have limited rest periods when the fortress wants to be invaded. It doesn't actually make any sense, but a complete march through is also not possible. And then the finale. I'm not sure if it was me, the dice, or the design. But the final fight was just plain boring, which somehow didn't go with the previous threats.
Anyway, looking forward to the third book.


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Solid intro into the Age of Ashes

5/5

A solid introduction to this adventure path. I don't think it's unfair at any time (especially at level 1 it's sometimes such a thing) and it also offers some variety (we all thought the town hall right at the start was great). Plus, with the heroes' new home, there's also enough roleplay opportunities and relationships with NPCs to revisit over and over again to keep the motivation going. Actually there is absolutely nothing to complain about here. We liked it.


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Very good idea, but hard to get going

3/5

I think the beginning is relatively difficult, what is required of the player characters at level 1 on the first evening... And in my opinion the motivation of the traveling circus is somehow disturbed, which is why they now want to help the city with its problems. I'd be more interested if the city wanted to blame the traveling circus for recent events and the circus wanted to clear their reputation.
Fortunately, my group was professional enough not to question the motivation.
Once you get into the topic, you feel more and more comfortable. While exploring the city is still questionably difficult in some situations for level 1 characters, you don't have to go through everything in one breath.
The dungeons in the second and third parts of the Adventure Path are solid, but now they don't throw the cart over so badly that you're completely thrilled. But the finale was okay and the reward makes you want more.
The first circus show was nice to do something different and has a great role-playing aspect to it. However, the rules at level 1 are quite frustrating. You're basically penalized for rolling a critical hit because that only makes it harder to achieve a perfect show, and it's very hard to catch up at level 1. However, I think that the rules become more tactically interesting as the player characters level up. The option of expanding his circus and recruiting more artists also sounds very exciting for the future. And walking in the footsteps of the dead god Aroden also sounds very tempting to me.
I give it 3 out of 5 stars, simply because the AP itself didn't have any notable wow moments, we had a hard time continuing to play at level 1 and the first circus show was great from the role-playing game, but frustrated by the rules . BUT, after much deliberation by the group, we continue anyway. Just to see how the circus develops (the circus element was the main reason for the decision to buy) and maybe the campaign will pick up speed now.
you play yourself in Escadar


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so far my absolute favorite scenario (as GM)

5/5

Impressive... this adventure is now my favorite scenario in organized play. Almost everything is offered here, really great NPCs and this time I even had the opportunity to play them. okay, that made it 5 hours too, but very entertaining hours, great interactions with the group. the fights were sometimes quite monotonous (cutting and stabbing) but here, too, the tactical readiness of the SC was required. all in all a nice, partly humorous adventure that also brings a little variety. like more of it! I'm happy if it continues.


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The story was good, but there was more to it in the implementation than we got.

3/5

At first I thought while reading that I would like adventure. The story was interesting, you could put yourself in the shoes of the NSC and there was also a bit of variety from the sets. Up to the arrival of the role play part, everything was sovereign. The introduction is really great, gentle encounters at the beginning, a slightly challenging fight in the middle part (I love to control flying units and to annoy the players with swooping, attacking, soaring and the standard tactic of giving a step into the ... ), but then comes the well-intentioned, but poorly implemented, alternation of this scenario:
The role play part ... Actually the thought was really very good, but it was already clear to me while reading that you simply don't have time to give social interaction the time it actually deserves. And that also turned out to be true. We played out nicely up to round 3, but then, looking at the clock, I decided to pick up the pace. Pity! Then also some of the throws with SG that were required ... I think they wanted to make the 100% run extra difficult.
Then the well-deserved finale should follow, which turned out to be tougher than initially thought. On paper I just thought that the SC would march through, but then at the end it was even a slight hint of danger. I think one less mob wouldn't have been wrong either.

Conclusion: in the end a solid adventure. Too bad, had potential for more.


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Very strong start, role-play part a tad too little, but continued solidly

4/5

Before the game master can do this, of course, you first have to adjust to a scenario and prepare for it. There is enough scope here so that no questions remain unanswered. You can put yourself directly into the story. Well, I think that Tian Xia is far too little of the scope of the scouts anyway, but this adventure is good enough to get you in the mood for it.

There was little need to empathize with the NSC. The research into the missing could have been more sexy (in the sense of interesting) somehow. It's a shame, the part was settled too quickly. Here you have missed the train of variety a little.

The encounters are cleverly placed. I also think that they add enough variety that you can definitely play / lead four times without getting bored. However, I have selected the best possible combinations of village bonuses and plot. I think it's rather frustrating when the players get a bonus that doesn't bring them anything.

The finale (I had decided on my first date with the plant variant) was exciting, but never unfair. But the other encounters were always interesting and never unfair. Perhaps one could have brought in a bit more variety here as well.

Conclusion: Absolutely solid adventure! Solid and a little more. Nice that it's a repeatable. I will certainly take advantage of one or the other possibility in the encounters and plots. Four stars, all of which are well deserved!


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Fantastic horror story, but maybe an unfortunate last enc

4/5

I actually liked this scenario very much, but then comes the last encounter ...

The scenario builds up the situation really well. You really get in the mood for a classic horror adventure. The common thread lets the players advance nicely and as a GM I get enough of the scenario to present it on the table.

The combat encounters are, maybe not that special HIghlite that stays in the players' minds for a long time, but the encounters are varied enough and are well placed.
In the finale, however, there is a chunk, if level 1 beginners are not careful enough, you can quickly spoil their motivation towards 0. But what is even worse, the encounter somehow doesn't fit in.

Get up, clean up, done? No, far from it. After the group has made good use of its resources, there is one last encounter that can be quite tough.

I think the ending could have been made more satisfying in another way. It's a shame that the scenario had the potential for a 5 star rating in my opinion.


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Solid start into the third season

4/5

The story more than does justice to the intro character. You are not confronted with countless new names and that is a good thing, nice for beginners. I was able to take the time to really show the important NPCs, which I like better when leading than having to show several NPCs at the same time. You either come across well-known names or well-known places, nice for veterans.

The opponents in the encounters are varied, so that there is definitely something for everyone. Here and there, the players have to react quickly to the fights, otherwise the encounter and paths that nobody wants will escalate.

What I think is a bit of a shame that you may stumble too obviously from one fight to the next. And then the adventure is already over. Maybe a little more variety would be great.

Still, I can only recommend this intro. A nice start into the third season, because the end definitely makes you want more Metaplot. I ran the scenario four times and I think everyone had fun every time.


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Solid Szenario, fantastic story, good encounters

4/5

I like the story as a whole. I particularly like the variety, which can be divided into three parts. Obstacle course, searching and discovering, discovering and fighting. I liked all three parts very much. It's nice that in the background you can feel the very big threat in the neck again and again. Perhaps too many creatures of the same type, if you have a lucky class constellation with the PCs, the fights will be pretty ureless and monotonous, hence a star deduction.


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Fantastic story, great encounters

5/5

As a GM, you have the opportunity to put your personal stamp on it. In the first half we had fantastic RPG without a single fight. The crazy village of Shimemrford with its characters are fantastic to present on the table. When the sentence comes up, "Now I also want to know what kind of roof damage the other residents have" then it shows a lot of fun in spite of the serious threat.

In the second half the investigations take place and the barbarians are finally allowed to sharpen their axes here and there. I particularly liked the mystery of the mosquito witch, also that you deliberately leave the end half open. I'm not giving up hope that there will be a second part or that what happened will be taken up. Because the resolution of the adventure is perfectly chosen in my opinion.

Again any time!


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Solid, but maybe too much for beginners

3/5

In the first part you felt too many new names and it was difficult for me to keep track of things, to create sensible role-playing games and to represent all the NPCs differently. I think when you're saddle-stuck in the Pathfinder story, it's a lot easier.

What I really liked is that it is quite possible, has several options, to tackle the individual missions in some cases without a fight.

The boons are definitely worthwhile and encouraged to play again. Here, too, the different developments that are possible are quite sufficient. But I don't think I will run it again as GM.