played it twice.
Wanted to know if the first time was an error, a bad GM (he is not), a brain disconnect on my end. Should not have done that and will not do again. will not run it either (table partly prepared and then got annoyed at the map (unwieldy, ugly), at the idea of the mission itself (as dumb and lacking reason for happening as the intro of season 1), at the monsters (baby shark with legs? come on...).
And the Venture Captain. Where is this idea coming from?
just move on to the next one.
Ran it twice, one low tier and one high tier.
Investigation. a bit too obvious but then it is well structured and laid out in the scenario.
Chase: easily dealt with, efficient enough. I was concerned but it went ok.
combat: low tier was really easy. high tier was tougher, but not really that challenging.
if the GM does not prepare enough supporting material, might lead to losing player's attention, given the proportion of investigation and chase.
the reason for the adventure is somewhat dumb. Totally agreed with another comment that it feels like a low tier scenario.
Unimpressed
Ran it twice in high tier (24 CP and 32 CP).
Combats in this one can be challenging, which I like (I generally find that most recent scenarios go soft on the players). But:
- the map is the worst for this. the GM needs to put doors in places where they are not to avoid triggering all encounters at the same time. Or some other trick to the same effect.
- the looney pirate is fun about 5 seconds. after that, it's dumb.
- the premise that ghouls are cool is wrong. They stink and they are evil. Paizo, next cool thing, demons, maybe? Or devils?
- the investigation part is OK.
- the combats are lacking in justification, but they are challenging (did I mention I prefer that to soft ones?)
I almost put 2 stars, because of the editing errors (the big bad guy has something with a save and the DC is the same for the standard bad guy from the Bestiary as it is for the weak one in low tier... and a few other things like that. Paizo was getting better at avoiding this, disappointed to see it rear its ugly head again.
I have been rather unimpressed (understatement...). I played it once (can't even remember high or low tier, but I think high).
It was a slug. No challenge, no interest in the social encounters, the big bad guy is? Well, not really sure what it is, but I am sure of what it is not: a threat.
I have GM'd 75 of the other 84 regular season 1-4 scenarios (and 33 of the 35 quests and bounties, all the one shots, 2 of the 3 specials)and I only voluntarily omitted one of the 9 regular season scenarios I have not run. It is the second I will pass on as a GM.
Pathfinders are heroes and as such, should be challenged. They are not passersby who stroll in and out of a scenario, or a bartender cracking a couple of skulls. Maybe the challenges do not need to be extreme, but the scenarios need to offer the villains a chance of success of some sort.
I resent having wasted my time as a player, and will not waste that of others with it. The blame rests on Paizo as well, for allowing this scenario to happen.
I ran this twice, high tier, 22 and 19 CPs. I liked it. Once went like a wheeze. The other was more challenging for the players. (I know why the difference, but won't tell, sorry...).
Not very complicated for the players, rather straightforward. definitely more combat than role-play.
Some strange decisions in the scenario, such as NPCs that take up space and have no impact on the adventure. puzzling. Maybe something was removed at the last minute and these NPCs became non longer useful?
Not super impressed with the lack of variety in the choice of bad guys. Diversity (in monsters) would have been better.
For the GMs, however, the scenario is not straightforward. And can even be complicated at times. Tracking all the conditions, for everyone, requires some preparation.
Also, a number of 'things' have the incapacitation trait and that needs to be kept in mind.
Also, it runs long. Without the optional encounter (thanks for making it optional, btw), it ran 4h30 and 5h. I recommend GMs take it out (it is not particularly interesting, anyway).
The skill challenge is a great example of a very good one. (even if it makes the GL's life difficult, in terms of tracking the consequences).
I ran this one twice, high tier both times (30 & 32 CPs). I enjoyed the second more than the first.
The fights are challenging enough, with some unusual creatures. The atmosphere is great and provides some good role play opportunities. The overall mechanics is nicely done (with one exception, below).
Two things however need to be kept in mind:
- the complexity of preparation work is higher than usual, to keep track of time, and game conditions, etc.
- the exception to the mechanics: one hazard is really frustrating, and can turn into a slug. One group had a relatively easy time with it but the other not, and players got really angry and annoyed. I suggest that GMs prepare to decide when to call this one a day in case things start dragging on for too long. Would have given 5-stars otherwise.
Lastly, one thing really got both my tables going and cheering (you will know when you read it).
Ran this one with 30 CPs and really had good fun.
In itself, not the most memorable of scenarios, but can be played without being too serious.
Encounters are not particularly challenging.
I have run this scenario 4 times, all high tier (32, 28, 27 and 23 CPs).
I have enjoyed running it, much more than I have any other Season 4 scenarios (not my favourite, in all fairness).
The combats can be really challenging, depending on party composition. It did not end well for a couple of characters (28 CPs) and could have been much worse. But Pathfinders can't always win, or even survive, can they?
Combats can last a bit especially at higher CP adjustments. I have been just above 5h running time each time.
Skills checks have no particular flavour, they can be expedited if preferred.
It is the first time I see players replay a scenario (maybe linked to the addition of replay boxes in the reporting). They must have enjoyed it and I take it as signal that I am not the only one liking this scenario.
All in all, nice adventure, challenging enough.
I have run this one 3 times, of which twice in high tier.
I have enjoyed it every time, a testimony to the fun I have with the players who sit at my table, obviously.
Specifically, the scenario was an ok finale for the season. It maybe lacked a bit of grandeur as we had for season 2. But it was OK.
Some of it is seriously lethal if the GM is not careful to give players a chance.
overall, not my favourite in season 3 but a good standing. One I would run again if asked for. Not one I would offer out of the blue.
I ran this one twice, once low tier and once high tier. I liked it on both occasions. It did require a bit of extra work, on timeline and ensuring players would have all the info in mind, as pointed out in several other reviews. That's part of the GM role, too, I think. It is nice when it is all fleshed out and ready for use, but it does happen that sometimes it is not.
A challenge has been space management, as somewhat 'spoilingly' mentioned below. It makes for a challenging combat, even if long (in both low and high tiers). Particularly if the party does not have the proper means to deal damage.
Overall, interesting scenario, interesting NPCs, requires some additional legwork from the GM and can be a bit long. A good one, even if not the best.
When I saw the title, I rejoiced. Fantastic opportunity to go back to an early season 1 setting. When I read it, I felt unexcited. I ran it twice and I am still unexcited.
Too many stops for skill checks in an unchallenging journey.
One combat is a bit more challenging than the others, but barely. The last one, I found lacking teeth and bones. Would have loved a bit more epic.
One place remains mysterious though, and players were very excited at the thought that it might be a place they will explore in another scenario. Maybe even a special, as one suggested (maybe that player will even get to write that scenario)?
All in all, not bad but not great and quickly forgotten.
I am not a great fan of replayables where there are no real options to choose from as a GM. This one does not fail to disappoint on that front.
However, I have played it twice and ran it once and found all occasions entertaining. Not the best, but entertaining enough that I am glad I did all three.
There are some skill checks that are not fantastic, but then the GM can speed it up, to get to the more interesting bits.
I am not impressed with the drawings. At all. They are not good. They are actually bad, I think. All right, I would do much worse, but I am not a pro designer. A letdown from the end of Season 3, when they were really cool.
Things have been brewing all year long and the fog is at last starting to lift. The scenario is well built and flows nicely from a GMing point of view. The story is exciting and I can't wait for the next / final instalment (3-19).
I ran it with 27 CPs. Challenging encounters, skills checks are not bad, even if they may seem a bit repetitive. The scenario offers some interesting puzzles for the players, who need to pay attention to what is said and happens. Maybe worth handing over as GM some notes with these elements in writing.
Overall, another great scenario in Season 3. I enjoyed running it and I think the players (all of them experienced) enjoyed playing it.
I ran it once (low tier, 11 CPs) and played it (high tier). I enjoyed both times.
- The challenges feel balanced and satisfactory, with tough rare monsters. Fully appropriate for a high level scenario.
- The story is pleasant to unfold and gives good roleplay opportunities.
Overall, it is very much an enjoyable experience, I look forward to running it again.
I ran this scenario once and it left me unimpressed.
There is no story line, it is not a scenario built around an intriguing story and some interesting characters, it feels like a string of random skills checks and combat encounters. The setting is a poor pretext for holding all this together. Change the setting to any other you want and it will still work like a charm.
Probably to be expected from a repeatable. But not exciting.
At this point, my favourite Season 3 scenario. I have run it five times (31, 27, 27, 25 and 22 CPs), including once after the difficulty adjustments.
A very strong story line, essential for the metaplot.
Very well build in my opinion, with a fantastic idea and smart construction of the story around it.
A bit more on the combat side than roleplay, maybe.
Most importantly, it gives the GM the possibility to create a great atmosphere appropriate for what the PCs are going to face.
Interesting set of bad guys too.
And some pretty challenging encounters. One of them is really challenging and can really overwhelm a party if they don't prove careful or well equipped. Even after the adjustments, it remains a very challenging encounter, but it slightly less frustrating for players.
All in all, I love it.
When I prepared this scenario for online play, I felt unsure that players would buy into it. It is very much geared toward roleplay and the investigation part far outweighs the combat parts in playtime.
I have since run it three times (25, 28 and 30 CPs) and all groups seem to have enjoyed it greatly. I for one have found it fun and the fights can be challenging.
Another one for which I can't wait to see what is in store for part 2.
I chose to constrain roleplay time, to avoid the game lasting too long. It would probably run 3h or less if cutting the RP to just skill checks. I ran just under 4.5h in all 3 sessions. I see the potential for the game to very easily slip to 5.5-6h if a lot of roleplay is involved and the GM don't limit it (which is fine, obviously, as long as everyone is aware of that).
I ran this for a low tier game (15 CPs) and a high tier one (21 CPs). Both in just under 4 hours.
I have enjoyed both and I have actually enjoyed preparing the online table.
The challenge level is sufficient and can be made just tough enough for the players to feel challenged and needing to turn to their A-game.
I loved how the skill challenge has been structured, an opportunity for good role-playing fun.
I can't wait for the 3-14 follow-up!
After the rather challenging end to 3-02, expectations were high for 3-05.
The outcome has been somewhat disappointing and I have been unimpressed.
The combats are not challenging in any way or form (ran this 3 times).
The skill challenge was fun to roleplay. Pretty sure that it would be even better face-to-face.
So, all in all, players keen on roleplay and less interesting in combat may find it an enjoyable one. Players and GMs looking for a challenge will be through very quickly (less than 4 hours).
What would be a solid scenario is hurt by the poor maps.
Let's start with the flaws.
I understand were they come from, but it is not really acceptable to simply reuse existing maps without making sure they are fit for purpose (provide dimensions for easy online use, remove the underlying old grid from the pictures, etc).
The beginning is a bit confusing, but this actually provides fun roleplay opportunities.
I will not complain for the absence of a skill challenge.
The reason provided for the disappearance of the VC is not consistent with scenario 3-04, but maybe this is on purpose (being really kind here. Thinking that actually the respective authors were provided briefs that were different).
If one looks beyond the flaws, it is a decent scenario. Good link to the metaplot (slowly unfolding with all the other arcs), one interesting fight, and an exciting setting. Several roleplaying opportunities and some fond memories for some PF1 players.
I have enjoyed running it, once I have had the maps under control. I ran it three times already (26, 27 and 24 CPs) and played it at 25. Had good fun in all occasions.
I can see how this scenario can last more than 5 hours if played as a sandbox. But I ran it in between 4 and 4.5 each time and when I played it, it ran in less than 4.
This scenario runs about 2.5-3.0h. It is utterly fun. Flexible enough in how it is structured that the GM can adjust what happens with what the PCs do. The pregen are not perfect but totally fit for purpose! (I almost like gunslingers now!)
I have one regret only, that it is not repeatable.
Will likely replay just for the fun of it!
I have run it 4 times in the 6 players configuration, I enjoyed each of them.
A very good one, with the implicit possibility for the GM to scale how challenging it makes the whole thing. It also means that the players will be challenged even if they have played it already.
Not imbalanced as maybe Bounty 2 is, but challenging enough that it makes it a good memory once you have played it.
I ran this in high tier (28 CP) and it was truly enjoyable.
The balance is good, even though it may look challenging.
The story allows for good player interactions and roleplay. Players appeared to be enjoying the scenario as much as I did.
It lasted a bit longer than I would have liked (just over 4.5h), but I may be responsible for that.
I look forward to the second part of this arc (3-07) and hope it will be as good.
Edit after playing it (high tier) and running it a second time (highest adjustment of the low tier).
On the second run: The challenge of the fights is really tough, if the party is not well balanced or has a strong damage output. But this group of players also appeared to greatly enjoy the scenario and are all looking forward to the second part.
Definitely a strong scenario and well worth the 5 stars despite the challenging fight(s). The PCs are heros after all!
I ran this game at high tier (not the highest CP adjustment though).
The scenario offers good opportunities for roleplaying, skill checks are not too dumb, the GM can install the atmosphere that best fits the group of players (from dark to lighter).
The combats are not massively exciting, until one that is somewhat overwhelming. It holds the potential of TPK on a very regular basis (for reasons developed in other posts, so not going at it again) at higher tiers.