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I'm really happy with this scenario. There have been a lot of editing/development/writing misses in scenarios this year. I'm happy to say this one doesn't suffer from those problems.
I do have a few notes.
First, the early combats (in low tier anyway) are still too easy. Cultists and quasits are such pushovers. Tiny creatures are just awful combatants in PF2E, no flanking, extra movement to get into position, do not like. The low-tier demonologist caster has 0 bite. He might as well fall over dead when initiative is rolled.
Secondly, the labyrinth skill challenge:
The results are too compressed. Only 2 success points separate the worst result from the best result.
This whole skill challenge only affects initiative in the next combat. It would be nice to have a more meaningful result here, whether part of the success condition or treasure bundles or something. The challenge is also VERY easy. I've run this 6 times so far, and I have yet to have a group not obtain double the number of PCs or very close to it.
Lastly, there is no map provided for the first combat. It's easy to improvise one, there really should be one included.
That said, overall it's a very good adventure. I love the flavor of the locust knight. And the (what I assume is) foreshadowing for future season 6 scenarios is excellent.
Well, I lost a big long review to the Paizo website goblins. Let me sum up. Entirely too long, extremely unfun underwater combat, repetitive skill challenges, confusing handout which had no discernable relationship to the challenges, CONFUSING skill challenges (looking at you chase scene that isn't actually a chase scene), confusing hazard encounter, end combat very deadly and prone to being very long and drawn out.
I don't know if the problem was the writing, development, or editing, but there were many fails that came together to make this one terrible. I replay a LOT of scenarios in this level range. I won't be touching this one with a 10' pole.
Avoid it if you can.
I played this scenario and am now prepping to run it. I wanted to give it two stars, but the flavor and encounters are enjoyable. The problems lie in the mechanics of the reputation goals and treasure bundles.
I’m not a fan of the conflicting goals, but that’s not too big a deal. Hopefully most parties take a vote, decide which to attempt and then move on from there. The problem arises from the fact that neither goal is realistically achievable for your average party (without GM fudging, as happened when I played it).
Then there’s the fact that taking the most direct and logical path to accomplish the mission results in the loss of a treasure bundle, not from a poor choice or failed roll, but simply for following the mission as given by Eando. Again, GM fudging saved us, but bad, bad Paizo.
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