Gold Dragon

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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.