Sign in to create or edit a product review. Actually, I can only agree with the previous speaker. Unfortunately, I have to criticise everything you criticise in the same way. The scenario had a good intention in that it wanted to offer variety. But the dice were rolled too often without any significant effect, and the map wasn't right from start to finish. And the final fight with a CR12 monster, where there is a danger in the Hightier that level 7 characters will have to stand their ground against it, does not generate exciting fights but only frustration. In my opinion in this adventure, it was the two NPCs in the sewers which becomes the best spotlight of this scenario. It's also nice that the players have the option of choosing between path A (monster) or path B (trap), nicely packaged in a little role-playing game. This and the ensuing encounter is worth a whole star to me. The rest of the adventure was well intentioned but poorly realised. To a large extent, the map can also be blamed here. It didn't fit at all. Lots of gaps in the logic of the encounters and a nasty (battle) and unsatisfactory (note from the antagonist) ending and then, as the icing on the cake, the conclusion, which presents everything as a success, which is actually not a success at all. Logically speaking, all the evidence and clues are pointless because, according to the adventure, they were planted by the antagonist. In itself, this is a nice conflict, but then the conclusion celebrates all of this as a mega success. Either the antagonists are stupid, or the player characters, or the heads in the Pathfinder Society. Or I'm taking it all far too seriously, I won't deny that :) All in all, I can only say that I'm really glad that Season 5 is over. Unfortunately, the finale of Season 5 was nowhere near enough to turn the tide. We can only hope that Season 6 will be much better. I'm a bit torn by this scenario. On the one hand, I find the idea of the time-plot and the design of the final encounter very interesting. I like fights that are more than just "go there and destroy". That was definitely attempted here in the scenario. Whether it was implemented well or badly is a matter of opinion. But the fight was at least a lot more interesting than most of the fights that the current season had to offer. The first fight, on the other hand, could have been interesting in terms of the challenge itself if it hadn't been for the absolutely unfavorable map. Why do you have to hold areas in which there are potentially 6 player characters against an increasing number of opponents and absolutely minimalist areas? I also think it's stupid to say "Guys, ignore the marked crates, they're just not there". Where is the immersion there?
Yet another subsystem... I don't like any of them anymore. It used to be different, but since Season 5 I don't need them anymore... Really! But well, at least one haste and then you're done with a few skill rolls. On the other hand, I really liked the story. I generally like everything that has to do with orcs anyway, so I'm quite excited about it. I also think the aspect with the challenge after death is great. A nice continuation of the previous scenarios. In my opinion, however, the great strength of this scenario is that the battles are finally varied again. The previous scenarios in this season were extremely weak across the board. Hit it and you're done. But this time the player characters didn't just have to bluntly smash heads in every combat encounter, but had to decide to either smash heads or act skillfully against another aspect that appears in combat. THANK YOU!
Do there really have to be so many sub-systems? Now there is not only one sub-system in each scenario, no, in this scenario there are even two. And then there's an absolutely poorly implemented infiltration subsystem. Please, how are you supposed to manage that as a group? What's more, I think it's completely badly designed. Infiltration can be great if you can play it out properly in FOrm of a campaign, with preparation and then the infiltration itself. But here in a 4 hour oneshot? Maybe, if you only have to play the sub-system, but no, here you've added another time-consuming sub-system with the influence sub-system. What's the point of that? Please get back to your strengths, namely exciting tactical battles, which Pathfinder 2 does really well. And spare us from spending the whole evening making pointless dice rolls (gathering herbs, influence, infiltration, investigation...). We like to make dice rolls, in the right places, used correctly. But please don't spend the whole evening constantly generating the next success points with dice luck. Nobody likes that, or am I really the only one?
This replayable actually has some great encounters. Thanks for the great idea of the puzzle. Unfortunately, with the masses of CHecks you can roll, this is way too baby-simple. the critical success option is totally bad concept. With so many rolls players are constantly rolling critical successes. The SG isn't even hard enough to trigger the critical with just a rolled 20. The puzzle is easy enough as it is, does it have to be made that much easier? The time pressure that should be generated here is unfortunately non-existent. Because the players can decide for themselves when they want to be put under pressure. In my two rounds (one as GM and one as a player), all players first made all their rolls to unlock the hints. Why not, nobody bothers them. And there were so many rolls that it was impossible to place the statues incorrectly. The idea of the puzzle, mega good! The implementation, unfortunately, not nearly as good. Too bad. But it was still fun. MORE puzzles in the scenarios please!
The scenario is one of the weaker ones in this season. Here you can see the desire to simply briefly introduce all the elemental planes. It worked, but you get the feeling that everything was forcibly crammed into one scenario in order to fit everything into one session. How do we explain the traveling back and forth to the different levels? Using the magical indifferences in the Maze of the Open Road, of course. Again. The chaos didn't work in Season 1 (#1-21: Mistress of the Maze) and it doesn't work here either. But I have to say, this time it's easier to handle. However, story-wise, I didn't like the plot this time either. Why do you give the NPCs completely new artwork in the middle of a season? Wasn't the old one from the intro good enough? Anyway, confusion isn't the main reason. The dialog at the reunion was at least well written. In my opinion, the highlight of this scenario.
I have to admit, I really like this scenario! The story about the explorers and founders of the city and the fire watch is absolutely gripping enough for an oneshot. I particularly like the little detail that the previous fire guards were always 4 players, but in the PFS scenarios you have tables with up to 6 players. This has been solved really well here. It's only a tiny little detail, but I think it's great! I also like how the players gradually find out more about the background story.
I didn't like last year's special that much. Not so this year! The story grabbed me from start to finish. Thank you that no sub-system was installed. So far, in my opinion, they haven't been that great in organized play. But the players have enough opportunities to choose the variety themselves. Each part had a healthy mix of interesting and varied combat (the animals were really cute at one point), a bit of roleplay, and more than enough skill tests, all of which never get unfair (Maybe even too easy, but it's better too easy than too hard). I also think the achievement rewards are appropriate and well used. The only criticism is the grand finale. I think everything was fine up until the boss fight, but the last chief guru is somehow a bit misplaced with his skills. It fits into the story, but it didn't seem really challenging to me. But this point of criticism should not make the rating worse. We had a great evening at our table. So everything done right. And this Special ist repeatable without any restrictions! Thx a lots for this decision WARNING! Small Spoilers in this Review o:-) I won't rate the scenario that badly, but I was also a little disappointed in the final fight considering how well the villain was built up so many scenarios before...
The scenario wasn't bad at all. I only like influence in private rounds, the organized play scenarios didn't convince me of the system (I like the pursuit much better), but whatever, at least it wasn't that unfair, but there is a group that is 100% here that didn't consist of nothing but Skillmonkeys? Nevertheless, the flair was given at least until shortly before the final fight. More than three stars is not possible from my side from a player's point of view. I will lead it on Friday and if the round turns out differently, I will edit the evaluation again afterwards. Positiv: I find the handling that certain scenarios played by the participating PCs have meaningful and understandable effects on the finale very good! Pathfinder Society Year of Boundless Wonder: Scenarios #4-13 & #4-14 (Foundry VTT)Foundry Virtual TabletopOur Price: $7.99 Add to CartAwesome!Sebastjen1980 —I love this pack! It does what it says on the tin, great maps, monsters with pictures, background music, and the one-click feature to import creatures onto the map based on challenge points, really awesome! I really hope that there will be for all scenarios in the future :) I could get used to the extra service straight away. Low tier with 14 challenge points
From the River Kingdoms I "only" know the part from Kingmaker. Used to be nice exploring Razmiran. Of course, I read up on the region a bit first (Lost Omens) and was looking forward to this scenario.
In any case, the hunt for the vampire and the bonus order by the Envoys Alliance have been implemented quite well. However, if you meet the bonus goal, it loses its meaning almost immediately. I think that's a pity. In "4-08 Battle for Star's Fate" the interaction with NPCs was implemented much better here! But now in 4-09, fulfilling the bonus objective quickly loses its meaning (at least until it is evaluated on the Chronicle). There are a few skill tests again. The focus here is clearly far from something else, but it's just part of it. Perhaps it could have been implemented a little better, but well, it's kind of part of it. You don't want to do without this type of skill test entirely. There are 3, Optional 4 fights. The optional 4th fight is well designed and a nice example of giving the players at the table the opportunity to have fun and be successful with great role-playing and skilled social skills. Battle 1 is just meant to warm you up and I think it's totally fine that you build such an encounter into the game that advances the story but isn't too difficult a challenge.
Conclusion: On the whole we had our fun. But basically I found the scenario really nice, but somehow the finishing touches were missing in many situations. I would like to give it a 3.5 star rating. I'm counting on the fact that most of the ratings will be more in the 3-star direction, which is why I rate it as 4. In case of doubt for the accused, or how do you say? Low Tier mit 15 ACP (3 Bards and Amiri as Pregen). I like the idea of the influence rounds. This kind of variety in game mechanics should be used more often, but please be a bit more thoughtful. In this scenario, however, it is difficult to get at least a decent influence for the evaluation of all 5 NPCs at the end, especially since the players do not know how important influence is. On the other side of the coin, though, it's good that you don't spend half the scenario gaining influence on Cramp. It's also a pity that in my opinion the wrong NPC is taken into account with 4 out of 5 in the evaluation. Yes, it's good if you don't get the full treasure bundle in every scenario. But it's not good that it's almost impossible. You also have to be lucky that the PCs have the right skills to generate a good portion of influence. Because you have to use the influence rounds to find out what the NPCs are good at (Discover). All in all there are great roleplay options to shape the influence rounds, but maybe another influence round and an exchange with the 5 NPCs which 4 affect the evaluation would be useful. The fights were consistent with the scenario and varied enough. I personally really liked the finale in particular. There are different sources of danger here that have to be approached differently, which generates a little variety in the blunt "hit it and bye". In my opinion one of the better scenarios in Season 4, but unfortunately with compromises in implementation. 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.
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. 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.
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.
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. 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.
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. 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:
Conclusion: in the end a solid adventure. Too bad, had potential for more. 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! 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.
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. 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. 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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