![]() Sign in to create or edit a product review. ![]() Pathfinder Adventure Path #181: Zombie Feast (Blood Lords 1 of 6)Paizo Inc.![]()
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Non-Mint Unavailable Story and plot are great, but there are big issues![]() ![]() ![]() ![]() ![]() It seems the players guide writer didn’t talk to the encounter writer. There are many encounters that need to be redone as the recommended party of undead ignore any void damage. Overall, there were a few fun parts, but it was weighed down with somewhat forced mechanics. It seems every scenario has a chase mechanic in it now, and honestly there's just too much going on here even for a repeatable. The options within the chase are fairly long and having directional choices isn't really a good mechanic within this system. However, I will say the options at the very end are enjoyable and interesting. That being said, it'd be nice if it followed one of the existing subsystems. Story gets a 4/5 as it was interesting and it seemed to mostly get the plot across.
1. There's way too many subsystems in this.
Overall, the writing and story line is intriguing, but this is in need of some cleaning and reduction. The choices are neat, but its a bit much. So as many have said the influence subsystem engagement just took way too long. It was too many rounds, and there wasn’t enough information to find out who to really engage with. The combats were a complete fail from what I could see. My group had 5 players playing in high tier, and I think we spent about 30-40mins total of the whole scenario on combat. The second to last fight was 1 round. Overall this is an intriguing scenario with some unique engagements.
Spoiler:
"The Maze of the Open Road is our responsibility, and if it was somehow used to hurt people, we should do everything in our power to make it right." I'm not sure how that translates to you encounter a random group of combative looking people approach you and you therefore are willing to drop your weapons. This doesn't make any sense. Its hard to convince the players that these aren't simply other bad guys. Several people have their diefic weapon on them. Secondly is the possession. Its not explained clearly whether the creature effectively is using an ability as the normal or heightened version of that spell. These have two very different outcomes. Overall, I give the plot premise a 4 or 5. The execution is a 2-3. Too much combat, poor written assumptions that someone is going to read into what you said to mean something you quite simply didn't. No help for key issues. The end brings the original premise of the beginning into question as to why its unclear how the party should act in the first place. It would have been nice to seen a better establishment instead of a weird trope for a pointless scene that only acts as an irritant to the players because you have to force them to do something without any realistic options as a gm. This is a fantastic scenario with great NPCs and some major characters. This scenario feels like its done the best job of setting up the full scenario from any I've Written. Unfortunately, it seems like the people who add loot to scenarios and APs don't talk to design. Whenever there is a wand of Specialty such as Continuation or widening, the spell that is in that wand is never called out. In APs, this causes the GM to try to find a spell that meets the criteria and that the players can use, but for org play, the item is effectively useless. It'd be nice if there was a spell or at least options listed for these so that these are usable items and not incomplete items. ![]() Pathfinder Bounty #2: Blood of the Beautiful (Foundry VTT)Foundry Virtual Tabletop![]() Our Price: $5.00 Add to Cart![]() ![]() ![]() ![]() ![]() ![]() Pathfinder Bounty #1: The Whitefang Wyrm (Foundry VTT)Foundry Virtual Tabletop![]() Our Price: $5.00 Add to Cart![]() ![]() ![]() ![]() ![]() |