Sign in to create or edit a product review. I GMed this for a low tier (18 CP) group.
TL;DR: Enemies with some fun mechanics, a used boat salesman NPC and an overall interesting setting come together to form a fun scenario that is brought down a bit by bad editing / development The Good:
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Without the errors, etc. in the scenario, I would have been on the fence somewhere between 4 and 5 stars. One of the best scenarios in recent past for me, while not perfect.
Pathfinder Society Intro to the Year of Battle’s Spark—Enough is EnoughPaizo Inc.Our Price: $8.99 Add to CartA good intro with a lot of variety, but also some bad partsI DMed this for a low tier group and then played it with a high tier one
TL;DR: A decent intro scenario for the season, even though it kind of lacks a good explanation as to why all this is happening. The variable parts are fine, but one of the mandatory sections is just bad. Another one has enemies with cool abilities, though. The Good:
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Overall a decent enough intro, but the whole pickle of a situation prevents it from getting more than three stars from me.
Pathfinder Society Scenario #6-20: The Overthrow of AmbitionPaizo Inc.Our Price: $8.99 Add to CartAt least the storyline is finally over...(We just finished playing this scenario in high tier and I read though it afterwards to check a few things that weren't clear from a player perspective) TL;DR: This adventure is a fitting end to one of the worst metaplots I can remember! Take note, though, that I said "fitting" and not "good". Because like all the other adventures in the Hesla-Storyline, it is TERRIBLE! But let us have a bit of a closer look: The good:
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I would have loved to give this adventure 0 stars, but unfortunately, that is not possible. At least this metaplot is done now. Maybe we will be getting something better next season? Preface: I played this with 6 players in low tier and then prepped the adventure to run it as a GM this saturday, also in low tier (are there even characters without AP chronicles for high tier yet?) TL;DR: While the continuous combat is an interesting change of pace, the frankly broken treasure bundle allocation for the skill section as well as just not much being there overall made for a lackluster scenario The Good
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(I played this in High Tier with 6 characters, then GMed it for 4 High Tier characters) TL;DR: Too long, some insane DCs, two subsystems with added complexities, only held together by a somewhat interesting setting / idea The good:
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So, all that being said, I still think that the basic idea and the foreshadowing are enough to give this scenario 2 stars. It is FAR from perfect, but I have (regrettably) played and GMed worse. I played this in low tier TL;DR: This adventure is quite short and more or less just a lore dump for the Hesla Embersplitter part of the metaplot. If you are interested in that plot it might be interesting, though even then your character won't have all that much to do The good:
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Since I never really liked the Hesla Embersplitter story - it always felt too heavy handed, too obvious from the very beginning - this adventure left me pretty unsatisfied, so I will give it two stars only. There have been worse, but this one just didn't spark any joy.
Pathfinder Society Scenario #6-18: Symposium on a Fallen GodPaizo Inc.Our Price: $8.99 Add to CartDecent, nothing really stands out as really good or badI had the chance to play this before general availability during UKGE this last weekend. We played in Low Tier with a group of 5. Since I can't check things in the adventure at this time, this review will have less depth than my usual reviews. TL;DR: Nice litte adventure with a skill challenge, followed by some combats. Nothing special, but nothing stood out as particularly bad, either. The good:
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Overall I would give this scenario 3.5 stars. But since I couldn't find any points that stood out in either direction, I went with the more medium score of 3. I might change my review once I had a chance to read and run the adventure as a GM. Preface: I played this at low tier with a well balanced group of 4, then read through some parts I had questions about TL;DR: An interesting and skill heavy scenario where you can skip almost all combats. Two actualy "riddles" that can be solved by the players. The map is not really working well, though. Also: Can run quite short if you are able to skip the combats. The good:
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There might be more negative things listed here than positive, but my overall impression of the adventure was pretty good, so the overall score reflects this with 4 stars :) Preface: I played this at low tier, than DMed it at high tier TL;DR: What the f*ck happened here? This adventure has SO many issues that it is hard to even evaluate the parts that actually DO work. Things that waste time in an overly stuffed adventure, treasure bundles you can lose by being too efficient, mechanics that don't make sense and missing consequences for failing things. This feels VERY much like a rushed job, and the usually pretty well done premium module even adds more problems and ALSO feels like a rush job. Has the previously planned adventure been replaced last minute with this atrocity? Usually I do the whole "The good, the bad and the ugly" thing, but honestly, I can't get myself to do that here. My problems with the adventure are documented in this (very much NOT spoiler free) thread: https://paizo.com/threads/rzs6c7hl?PFS2-614-Twice-in-Steel
Pathfinder Society Scenario #6-12: The Burning of GreensteeplesPaizo Inc.Our Price: $8.99 Add to CartBad art, bad infiltration, bad experienceI played this at High Tier and read parts of it afterwards to confirm some things. TL;DR: Individual Obstacles are a BAD idea! Other than that: Very basic adventure with not enough explanation of the background. The good: - I struggle to find anything about this adventure that I would consider to be actually "good". Some parts were OK or decent, but nothing positive stood out. Well, maybe that this one actually had some challenging fights that didn't feel off or unfair? The bad: - What is Greensteeples? Why is it important? Is this one of those adventures where you need to have played other adventures to actually make sense of the setting? - Who is the guy in the wheelchair at the end? Why would we want to talk to him or even give him those items? That scene didn't make any sense! The ugly: - The infiltration in the beginning has several serious issues:
When we played this adventure, we were six players, all of them experienced and many people with 3-5 GM glyphs among them. The infiltration cost us 10 of our 12 hero points. It was NOT fun! - WTF is with the art in this adventure? The pictures of Dame Sabina Malatesta and that of the two Maralictors just looks BAD! Especially Marius Salutio! Conclusion: This is so far one of the worst scenarios in season 6. Not quite as bad as the Godless one, but still not a good experience overall. I DMed and played this scenario, both times in High Tier. TL;DR: A dungeon crawl on a VERY small map. Not much to do besides combat / hazards. Some of the encounters feel off. The good: - You are looking for a quick and dirty adventure where you can shut down your brain? You get it here.
- One of the enemies has a kinda quirky and fun theme - Rolling a 6 on a particular table of one enemy can be a kind of interesting surprise. I appreciate those unexpected (and not punishing) effects The bad: - On of the hazards is quite random in how hard it punishes the group each round. With a bit of bad luck and a group that can't so much to deactivate it, this can go off the rails quickly. Even with a group that has the correct skills, this can take multiple turns, which are kind of bad for everyone else, since they potentially can't do anything - The map is TINY for the amount of things happening there. When we played, we had a minotaur (large) character in the group. Would not recommend! But even with just small and medium characters, spaces are very tight and sometimes things like difficult terrain make it even harder on multiple melee characters.
The ugly: - One enemy has a lighthning bolt and is encountered by opening a doof from a 5' wide corridor - depending on initatives, this can be quite nasty for a group of Level 3 characters! - The one potential enemy that can be talked to / turned into an ally is not fleshed out enough. What are we supposed to do with them during the adventure? How about after the adventure? Are they still considered to be a danger and has to be dispatched? That part of the adventure is lacking a bit of guidance Overall: I would give the adventure 3.5 stars. Since the previous reviewer rounded up, I will round down :)
Pathfinder Society Scenario #6-11: The Godsrain and the DragonPaizo Inc.Our Price: $8.99 Add to CartInteresting aspects, hindered by a BAD main missionPreface: I played this at the high end of low tier (6 players, 16 CP) and read parts of it afterwards since they felt odd while playing I would like to give this scenario 2 ratings, but I can not. If I only look at the adventure on its own, the scenes it presents, etc., I would give it three stars. But if I take into account what the main mission actually is, I would give it 1 star. That averaged out to 2 stars in the end. TL;DR: Nice setting, some fun scenes, variable number of combats, all hidden behind a main mission where we should ask ourselves: AITA? Why are we doing this? The Good:
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This was honestly the first mission, where right until the end I was contemplating to intentionally fail it (after seeking consent from the rest of the group of course). I know that the society sometimes has to do shady things. But those should probably NOT be normal scenarios / missions. We should do better! I GMed this for a grroup with 30 CP, so VERY high tier. Will play in about a month and maybe edit the review is something significant changes with that perspective. TL;DR A high level scenario with Myhtic rules, that is unclear on some quite important rules / number of enemies. The final fight can be VERY hard.
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(Played the adventure at 28 CP, then read through parts of it) Summary: I like the fact that there is a real decision to be made. Though it can lead to kind of a huge diagreement at the table, since the choice is one of unknown consquences and based on morals and goals.
More in-depth: The good:
- There is a real, impactful choice to be made. Compromise your morals for information on a potentially biggger / more immediate threat The bad:
- The adventure contains four fights plus two optional ones. Since fights start to take longer at this level range anyways, that can lead to the adventure running pretty long. We skipped on of the optionals and the GM sped things up near the end (and didn't use one particular ability - see below) and we still needed the full five hours! The ugly:
- The research part is missing urgency. There is no maximum number of turns and no consequences for failing until you have everything. If you don't do that, you will lose treasure bundles. And the harder two rooms only allow for one general skill each. So it might take a lot of rolls to finally get there - One of the enemies has an ability that can completely break a fight. There is no counter available at the level range of the adventure and a critically failed save (or even a few failed ones) can lead to VERY dire situations in a fight that is already pretty tough
Spoiler:
PLEASE stop putting vampires in scenarios! The Dominate Ability is just AWFUL to play with / against! I GMed this at high tier. I REALLY wanted to give this adventure higher marks. And from a player perspective, it might well deserver those. But there are just too many problems that are only noticeable on the GM side for me to give a rating higher than three starts. The good: - The scene in the beginning with the different groups and different ideas for "trains" is interesting and can be quite fun to run / play - The final fight, listed as severe, actually felt like a severe fight - The scenario has a lot of outstanding artwork The bad: - The whole chase scene is utterly pointless - the results don't matter in the slightest bit. Players won't notice that of course, but from a GM perspective, it is purely a waste of time / wordcount. In the end that might even be a good thing since there are always just two skills you can roll, so unless you are lucky and have the perfect group, you will probably lose this chase badly! - There is no scaling for the interaction with the different groups. The DCs and number of successes needed are the same for a group of 4 level 1 as they are for a group of six level 2 (4x3 and 6x4 respectively). - There just isn't a whole lot of information about the different train ideas to go on. Which materials are needed? What is the cost? How well does it scale? What are the actual specs (speed, capacity, etc.) - Players can and will have SO many questions that the scenario doesn't answer - It very much feels like someone very badly wanted to goblins to end up employed at the castle. I can find no other explanation about why all of a sudden the group is asked to deal with the obvious thieves without bloodshed - people have been killed for far less in PFS scenarios! Why do those goblins get special consideration? - The artwork of the trains doesn't always fit the descriptions well The ugly: - Once encounter has contradictory information about the number of enemies - The obstacle the goblins are supposed to start in during the chase does not exist - (This one is more personal and will not be taken into consideration for the rating) Can't we just forget finally about the whole connection between Earth and Golarion? It never fit well, and I just wished it would be ignored. All in all a scenario with a LOT of potential, that is held down by bad editing, wasted opportunities and lack of depth behind the artful decor
Pathfinder Adventure Path #174: Shadows of the Ancients (Strength of Thousands 6 of 6)Paizo Inc.Add Print Edition $24.99 Add PDF $19.99 Non-Mint Unavailable OK except for the final battleWe finished our three year journey through the AP yesterday. It had good parts and it had great parts (mostly the earlier books). This last installment was for the most part OK to good. Just the very last battle had an enemy that leaves a sour taste in my mouth. I mean, if there is ever a place for the abilities that creature had, it HAS to be at the climax of a campaign. But even though - I really didn't like it at all Spoiler:
Multiple Instant-Kill abilities with constant misfortune on the saves against them, combined with taking away all options of getting someone back once slain, and all that combined with a reaction that is almost impossible to avoid is just not fun! We won in the end, but the losses were high: 50% of the party will have to be remembered I DMed this scenario for high tier (6 players, 32 CP) But overall the rules for the advent The good:
One of the skill challenges can be surplanted by a little quiz, which is a fun idea. One of the fights is quite interesting and includes multiple enemies with relevant and useful abilities. The bad:
One of the enemies in the otherwise good fight has an interesting ability, that is pretty hard to keep track off, but that can have huge consequences. Depending on the CP adjustment, there can be more than one of those enemies, making it ever harder to track. The random encounters in the second part are truly a waste of time. Also they do not include ANY scaling between 16 and 32 CP. WTF? The final fight mentions that you can clearly see the enemy coming from far away but gives no guidance on how to handle long range attacks, etc. The ugly:
A relevant later skill challenge is completely missing an entry for the DC. The final fight includes hazards that have a pretty stupid routine. Random movement? They ended up doing almost nothing in my run since the were too far away from the characters. The final enemy has the Mythic trait, yet the adventure doesn't explain that trait and Archives of Nethys doesn't include the War of Immortals yet. So some GMs might be unable to figure out what that means.
Spoiler:
The enemy is immune to critical hits and has something that triggers when it takes 55 or more damage from a single attack - that is VERY unlikely to happen! Maybe it was a function of the group I had, but the final fight was over WAY to quickly and never felt challenging at all. The AC of the enemy is just too low and the other enemies are easy to ignore. Overall I would love to give the adventure 2.5 stars, since one of the fights was really interesting and it has good ideas, but also has a lot of flaws. In the end I decided to give it 3 stars since there are many worse scenarios around. I played this Scenario in (very) high Tier with 6 Players and read it afterwards. Overall the adventure is very middle of the road. The premise is OK, the new NPC are a bit cutesy for the kind of adventure the rest is. It was fun playing it, but it didn't have anything to write home about.
The good: The scenario tries something new with skill challenges. Instead of one or two rolls, you get four rolls per Character for some of the challenges. That leads to a more average distribution for successes. It is interesting that the scenario has two different ways to tackle the mission. One of the few instances where a decision has to be made by the players that actually impacts how the adventure runs. Many of the combats use the same enemies, which have weaknesses and abilities you can try to work around. That leads to an interesting dynamic of the knowledge from earlier fights making the later ones potentially easier. The bad: The scenario tries something new with skill challenges. Instead of one or two rolls, you get four rolls per Character for some of the challenges. That makes every single roll less impactful, diminishing the value of hero points and leading to either very long challenges or them being just a bunch of rolls with little to no description of what you actually do. It is interesting that the scenario has two different ways to tackle the mission. Why is it not repeatable? And since the GM has no way to know beforehand which option will be chosen, both ways have to be prepared, leading to a siginificant portion of preparation being superflous - and since it isn't repeatable, the average GM won't even use it for a second run. Many of the combats use the same enemies, which have weaknesses and abilities you can try to work around. But that also leads to them feeling a bit samey. And since there is no way to go shopping or rest between the fights, many people will have little to no way to make use of the additional information they have. Has the compost thingie ever been mentioned before? I like playing Leshy characters and have never heard of it before. It even feels off that a Leshy would care about what happens to its remains after the spirit leaves the body. The ugly: The BBEG has a VERY nasty ability that can not only lead to one (or more) players not being able to really participate in the fight, it can also lead to very swingy combats. Please don't every use that ability on a low level adventure with no way to counteract it! I played and then DMed this scneario. It is a pretty decent repeatable that takes us back to the Spirit Road for another level 1-4 repeatable in that region. The setting is fine, there are some decent and interesting NPCs, an optional combat, some skill challenges / role play as well as a short "dungeon" exploration. What I really like is the fact that there are not only multiple different options for the BBEG, but even two different "dungeons", which I have not seen in a repeatable so far. What really feels weird is that a divine artefact is that easy to handle. It feels a bit off that something like that shows up in a low level adventure.
Overall: Solid repeatable that I would run again (I played this scenario with a six person party in High Tier and read it afterwards) Disclaimer: In earlier seasons (1-4), I would have given this one one star. But the fifth season has lowered the floor so low that this scenario is at least not as bad as some other recent ones, earning it a second star. EDIT: After some later adventures in this season got 2 stars from me as well, I decided to go back to this one and downgrade my rating to 1 star. It wouldn't have been fair to the other scenarios to let them have the same rating The good The scenario presents an interesting situation in one of the areas we haven't visited in a while. Though after playing it, I am not sure I want to return there anytime soon. The bad Influence Subsystem - not as bad as some other incarnations of the system. The influence skills are mostly "real" skills and not random lores. One of the weaknesses are kind of insane, though Scaling for player number - NEVER play this with 5 players! You have less total actions in the influence section and the same successes are needed in the skill challenges as with 6 people!
Repeatability - Influence is never a good system. Even less so in a repeatable adventure, since the players potentially already know the skills, resistances and weaknesses and it is very hard to decide if you would have guessed some of that information from the brief dossier you get or if you are metagaming.
Nonlethal Attacks - Not everybody has the option to do nonlethal damage. And even buying Merciful Balm, since there is a lot of stuff happening between combats, you probably have to apply it at the beginning of combat. Most people will also have to draw their weapons, so you are kind of wasting a whole turn (or more) getting ready to even fight - if you have the option of using that balm at all. The trigger - A repeatable with a serious trigger situation? Why? Was that really necessary? The ugly Talking about skill challenges... WTF is up with those DCs? The highest I found was 32 in Low Tier, 35 in High Tier. That is 10+ points higher than the level based DC of the characters playing the scenario! And there is more than one with a DC at 30+. Even many of the other DCs are a couple of points higher than the level based DCs would suggest.
Retributive Strike - There are multiple combats with 4-8 enemies, all of which have Retributive Strike and are primarily melee damage dealers. Not only is that a pain for any GM to keep track of (who has used their reaction already?), it also has huge potential to bog the combat down and give the enemies a LOT of free attacks. RS is fine if one character hast it - it gives you an incentive to attack them instead of their allies. But if everyone has it, it becomes a problem! (I DMed this in High Tier with 32 CP) The good: Storywise, I really like the adventure. There is a lot of foreshadowing, a new, potentially important for the season, NPC is introduced, we meet with a lot of other NPCs - some from this seasons Intro and some known from other storylines or the overall society. All that leads to an experience that is very much anchored in the society and felt much more connected than a lot of other adventures do.
The OK: In the first act, there are a lot of skill challenges. Those are fine, but all follow the same structure and feel repetitive after a while.
The bad: Most of the encounters are just too easy! Spoiler:
I had a group of 4 Level 6 and 2 Level 5 fight against 8 Level 2 enemies. Suffice to say: It was a slaughter! The enemies managed to get two hits in in the entire fight, and many of them went down with one attack.
It might differ a bit with different amounts of CP, but seeing as the scaling in both subtiers is just "more level 0 / level 2 creatures" (both 3 levels below the lowest level of that subtier), I doubt it would make much difference. I get that there are multiple encounters in quick succession, but the one right before this has low level enemies as well, and the one after it does have one or more decent level enemies, but those are so slow that they will probably not do all that much, either. The ugly: The final encounter is borderline unfair and boring for some characters, as well as hampered by scaling that just doesn't work at all. I honestly have no idea how the fight is supposed to happen in a way that the scaling makes any sense. I GMed this earlier today for a group of 6 at high levels. The adventure is overall pretty decent without being anything special. The scene the characters witness in the beginning is truly epic in scale and the description vivid and memorable. After that, though, the adventure is extremly straight forward. Skill Challenge, Encounter, rince, repeat. On the plus side: Some of the encounters have interesting terrain with fitting enemies, so they don't feel like most other encounters. The final one, at least at high tier and with multiple doggies, can be interesting since the hounds can recharge each others "breath" attack. The big chasm on the map makes movement for enemies and players problematic, though, so it isn't very likely to happen a lot. My biggest concern with this adventure is that it follows one of my favorite PF2e adventures ever. Mountain of Sea and Sky was just amazing. And this one, while being OK, just isn't. While it does have some callbacks to the earlier adventure (a heap of rubble, some NPCs, some "children" that need rescueing later on), it does very little that really makes use of the themes and feeling of the first adventure at that location. Which is a shame. Nevertheless - after a less than stellar end to season 5, I am quite happy with how Season 6 started, so this one gets 4 stars from me. This is by far the worst PFS2 scenario as of yet. The reasons are manyfold and full of spoilers, which is why I posted them in them DM discussion forum and will not repeat them here. You can find my problems with the scenarion here: https://paizo.com/threads/rzs4zdry?520-The-Raskshasas-Court
Pathfinder Society Scenario #3-17: Dreams of a Dustbound IslePaizo Inc.Our Price: $8.99 Add to CartOverall a good scenario with some very high skill DCsThe overall flow and story of the adventure are amazing and the fights are good without feeling too easy or too hard (played at 19 CP). The only thing that prevents me from giving the scenario the full five stars are the DCs for some skill checks and save DCs. Without someone who is at least expert and has some decent attribute bonus on some skills, they seem to be pretty much impossible. DC 30+ just isn't really doable otherwise.
I absolutely love the overall idea of the adventure and it has some really fun moments. But the skill challenges all seem to need a rather small subset of skills and since there isn't much besides those you feel pretty useless if you aren't good in any of those.
Idea / Story: 5/5
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