Gold Dragon

Sebastjen1980's page

Organized Play Member. 28 posts. 27 reviews. No lists. No wishlists. 15 Organized Play characters.



1 to 25 of 27 << first < prev | 1 | 2 | next > last >>

Sign in to create or edit a product review.

Add Court $8.99

Not many highlights in Season 5 in my opinion.

2/5

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.


Add Tide $8.99

2/5

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?
The story itself has good intentions for a one-shot, but clearly has gaps in logic. The introduction to this adventure on the high seas could have used a little more time to get the players "in the flow". Then we finally board the Yesterdays Tide, there are NPCs on deck, the players want to get straight into the role-playing game and what do we do? We say "Stop!" because the NPCs don't talk to anyone unless we have (once again) brought out the Influence subsystem. Okay, you can certainly incorporate good role-playing here too. But how are the player characters supposed to judge the NPCs if they're rather lethargically bored with doing nothing? Never mind, we have the Influence system, so let's use it. And how do we use it? Right, by making it as difficult as possible for some group constellations, because almost all skill tests of all four NPCs are almost identical. Wonderful. A high for individual party compositions.
Unfortunately, I can only give the scenario two stars, but in my opinion it's one of the better scenarios of the many disappointing ones this season ;)


Add Flame $8.99

thanks for finally having some interesting fights again

5/5

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!
As for the last fight, I have to say that I think it was actually well designed throughout. Of course, there's talk of honorable combat at first. But I find it completely understandable that fans in the stands still don't want to see their idol fall and therefore push him. In my opinion, this is completely consistent with logic. After all, if the player characters pay attention when explaining the fighting rules, it's perfectly clear how the fight will end if the main opponent falls. Therefore, in my opinion, it is not unfair to provide the protagonist with strong adjutants. I really enjoyed the finale and would have liked to play it in the High Tier.
Under normal circumstances, I might have given the scenario 4 stars, as it contains a few minor criticisms. However, since I found the battles in the previous scenarios extremely boring and far too trivial, I give this scenario a bonus star. More interestingly designed combat encounters, please. They don't all have to be difficult. But at least include a bit of tactics.


Add Council $8.99

well thought out, poorly implemented

1/5

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?
The fights in the scenario were absolutely weak. For the last 3 months, as a GM and player, you can be happy if you make it to round 2 or 3. A trivial optional fight, great. That's really exciting. So again, a lot of dice pushing to weed a bit.
What I find really sad about the scenario is that the plot is really great this time! New interesting NPCs are introduced, there's an exciting new city to discover that's really different, but oh no, all this is only withheld from the GM when reading the scenario. The players are only allowed to roll dice and roll dice and roll dice and.......
One star is justified for the spirit of this scenario. Everything else is simply inadequate in my opinion, sorry.


Add Maze $8.99

Get out the dice, here you have to... roll and roll and roll... again and again.

3/5

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!
Of the two combat encounters before the finale, at least one was okay because an obstacle had been placed here. But the morale of the monsters and the purpose of this encounter was very questionable. But revitalizing shrub statues, what was that? You can't make an encounter any easier, can you? This encounter is so simple, it wasn't even enough for the second round for me. Every attack by an SC destroyed a monster, even though not even a single fireball came flying. Ridiculous.
What else do we have? Oh yes, the never-ending chase. Another chase? Really? Before Season 5, I was happy about every Chase. But with Season 5, I can't watch it anymore. And it's also so terribly frustrating for the players to have so many checks again. It's really hard to catch up with the goal and once you get stuck on some samples, this only increases the frustration. There is absolutely no point to this chase, except that players simply have to make even more skill checks than they already do. We don't enjoy having to roll dice all the time just for the sake of rolling dice. If that's what we want, then we play "Das schwarze Auge".
Thanks for the fact that there was a dance-off in the finale. That really is a nice option. However, after what felt like a hundred skill rolls up to this point (50+ of them in the previous chase), players are tired of skill rolls at this point.
I also like the combat option. However, as a player, I was hit with a crit on my opponent's first turn, a second hit and I was out of the wrestling match. Of course, the players don't cheat. Thanks for the coffee break before the debriefing. But in itself, the design of the fight was at least varied.
All in all, the replayable is okay. It could have been really cool. But it falls short of its potential.


Add Thieves $8.99

much too fast rush through all 6 Elemental Planes, no real highlites

2/5

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.
The encounters were okay. But nothing special either. In any case, you won't be saying a word about them long after you've finished playing. The strongest encounter is probably the last one, but as soon as you have two reasonably good diplomats with you, you can get around it quickly. I have to say that I personally think the decision to get through the last encounter with a few good checks is a good one, but then at least give us a highlight in the other encounters. The strength of Pathfinder 2e is tactical combat. But in Organized Play, it feels like you're robbed of it in every scenario. Here we have an underwater fight, completely without the possibility for the players to prepare for it. Yes, you get underwater breathing for the fight, but the design of the encounter is atrocious! As GM, you are forced to play the monsters stupid and weak without utilizing their abilities, because otherwise the fight would be unnecessarily drawn out and the players would be even more frustrated than they already are. They already can't move. Do you have to put monsters in there that make this movement even more difficult? And the second monsters have to have an endless 60 foot ranged attack? In my opinion, a really bad decision that led to pure frustration. Metal and wood were okay, but fire was unnecessary. Chase that isn't a chase? Really? I was looking forward to every Chase before Season 5. But this season it's really overdone. And then also such a pointless chase. Anyway, you have to have been on every elemental level at least once. And time is short, so off to the next level to present the next bad encounter.
Earth was also somehow really cruel. As a GM, I had a hard time visualizing the encounter. So I had a hard time performing it. Maybe it's my lack of understanding. But even when I had the SCenario sitting on the other side of the table, my GM wasn't full of enthusiasm for this encounter. Anyway, after a few more skill checks, this encounter is also over. On to the next elemental plane.
Why did they collect all the McGuffins again? Oh well, to shorten the finale even faster, because time. Was there a round where collecting the MacGuffins was fun and really gave you a great feeling at the end? In my rounds as GM and as a player, that wasn't really the case. I can't say anything about the combat option, both rounds were easy-peasy with hero points and a few diplomacy skills. Too bad, the combat seemed to be interesting. However, I'm afraid that the air superiority of the monsters is more likely to cause frustration than a great finale. Because it definitely wasn't. Thank you, next one please.


Add Firelight $8.99

Great story and with plenty of variety when playing this szenario again

5/5

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.
The scenario was really well divided into two parts, preparation and the subsequent fire station. The first part has a lot of room for wonderful roleplaying (if you get involved), but you don't run the risk of going overboard here either.
Even the second part of the scenario, which definitely offers more action, still leaves a little room here and there for individual roleplaying.
Both halves of the scenario also offer enough interesting variants that a repetition provides a sensible change of pace. Depending on what the group does in preparation, there are different bonuses for the rest of the game; it's great that each variant feels different!
Even the final game offers completely different tactics depending on which variant the DM chooses.
All in all, an absolutely great scenario; I even think it's the best scenario so far in Season 5 and that even as a replayable, thanks for that! 5 stars from my side!


Our Price: $19.99

Add to Cart

a glorious ending of Season 4

5/5

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


Our Price: $8.99

Add to Cart

Big final fight! HELL YEAH!!! Finally!!!! And than... that...

3/5

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...
Alright, my bard hit her with Roaring Applause, which she couldn't save, and our group has two or three attacks of opportunity, so that was pretty lucky. But for the grand finale I actually expected at least "severe" encounters.

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!


Our Price: $7.99

Add to Cart

Awesome!

5/5

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.


one of the better scenarios of the current season. There is enough variety here

5/5

Low tier with 14 challenge points
Group: Cleric (1), Ranger (1), Druid (1), Magus (1), Monk (2), Rogue (2)
Equipment: The scenario actually offers the game master everything he needs. If you still have the worldband, you can embellish it a bit. During the preparation I didn't have the feeling that I was missing something here +
Social Interactions: I like the character of the skull. There are also two or three funny little moments that make you smile. But since there was more than enough interaction possible with the first metaplot, I'm quite content with giving up less screen time here. Briefing is well written and one more NPC is added as the adventure progresses. More than enough for a scenario +
Exploration: Sends you through 9 rooms that are part puzzles, part encounters, and part skill tests. There is a lot of dice throwing, which doesn't sound so great at first, but the dice have an impact and, in my opinion, it's never unfair. I found the variety offered here more than sufficient +
Encounters: First encounter is trash, great for warming up. The opponents in the first appendix can also do a little more than Stride and Strike. Second encounter is a decent moderate fight. This is where weaknesses and strengths come into play. Feels very different to fight 1, that's the way it's meant to be. I count the first danger to "solving the puzzle" but the second one was quite challenging. My group got through it and had a great sense of achievement. But I can imagine that with a lack of skills you get a really frustrating result here. High risk of star deduction. But I have to admit that the danger was a great experience for my group. And I think it can be difficult at times. But I have to admit, the danger is just about unfair. Or underneath? Doesn't matter. We just found it good :) +
Finale: We really had a great finale here. The combat was intense and required more than just stride and strike from the players. The story in the metaplot has a reasonable ending. Really can't find anything bad here.
Conclusion: For me, finally a nice scenario again. So far, the fourth season hasn't convinced me that much. But there is almost nothing wrong with 4-10 from my side. Yes, one danger is severe. But it's doable with a well-balanced group, and collaboration is the key here (if the skills allow). Normally I wouldn't give a perfect rating here, but you can't give 4.5 stars. In the doubt for the accused and I'm sure there are enough reviews that are not so great. Hence 5 stars from me.


a little better than solid. Where is the 3.5 star? :-)

4/5

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.
I ran the scenario in the low tier with 12 challenge points.
Story: The controversy that the newest Pathfinder Lodge is in Razmiran is tried to be absorbed a little. This has partly been successful. Of course, capturing the flair and controversy in a 5-hour scenario is a difficult endeavor. But you do get the feeling that not everything is alright with the lodge, is it? Very mysterious. I would love to learn more about this region.

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.
Battle 2 are well designed enemy types, but they don't really make sense to the story. Well, maybe a little bit. We are in the Exalted Forest. From the point of view of the game master, the "obstacles" are rather annoying obstacles that have to be worked through. But the fight itself is okay.
I personally really liked the finale. The opponent is a final boss that you won't soon forget. I would have liked to know a little more about the background of the gold-masked opponent.
As a GM, I would have wished that you could get a clue as to what kind of weapons you're aware of. Yes, it just magically stands and the material. But how magical? +1? +1 of damage? Which rune(s) are engraved? Because this has a meaning in this scenario.

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.


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


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.


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.


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.


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.


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


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.


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.


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!


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.


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.


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.


1 to 25 of 27 << first < prev | 1 | 2 | next > last >>