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Absolutely loved it, great character moments.

5/5

I was worried when I read the initial review and I can see that I do not agree with some of the characters being one dimensional, I felt they were very much developed in the time given.

All four of the characters had excellent moments, and at least one really good moment I swooned over. The writer Liane Merciel is a pure writing genius, as I noticed a number of small details pop up throughout the chapters and proper call backs to previous threads which came to fruition.

Very happy with what I paid for it. Her writing of the events, lore, characters, and new iconics was enjoyable. Please give this woman another book to write.


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Epic Siege to Scattered Mess, Falls Apart After Chapter 1

1/5

Without a doubt, the siege of the Isle of Arenway is the game's high point, as it masterfully builds momentum. The siege highlights the possibilities of this adventure by fusing compelling storytelling with a high level of tactical tension. The stakes are high and players get a well-earned victory.

Unfortunately, not too long afterward, the impetus is lost. The pace slows down to an annoying crawl, particularly when the adventure shifts to the plane of wood. The adventure falters between disjointed story beats and awkward subsystems, making it difficult to stay engaged. What had the potential to build into something greater turns into a slog of social encounters and slow progression.

The adventure’s end is even more disappointing. It's a scattered mess, where despite defeating the BBEG, players can still lose due to a confusing influence encounter. The outcome feels cheap, especially after such a grueling and poorly paced second half.


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Severed Continuity: A Disjointed Follow-Up to Pactbreaker

2/5

Wardens of Wildwood: Severed at the Root struggles with narrative cohesion, failing to build on the foundation laid in Pactbreaker. The primary conflict feels disconnected from the original plot threads which call for direct conflict giving way for a research subsystem that is immensely unfun and made to waste the player’s resources. The artifact the players find to further the plot can never be used or is mentioned again in the narrative. The tension between the Wildwood Lodge and external forces is largely forgotten save for a few skirmishes that do not have a satisfying conclusion. New antagonists appear abruptly, while unresolved arcs from the first installment, like the assassination, are sidelined. The pacing also stumbles, often rushing through character moments that should carry emotional weight through the overwhelming number of NPCs that join your resistance. Player agency is at an all time low, even further than the conclusion of the previous book. The main antagonist doesn’t show themselves once despite their audacious and confusing reveal.


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Diplomacy and Danger in the Verduran Forest

5/5

Wardens of the Wildwood: Pactbreaker offers a compelling dive into the politics and wilderness of the Verduran Forest. This Pathfinder 2nd Edition module blends tense diplomacy with action-packed wilderness exploration, as players navigate the delicate Treaty of the Wildwood. Rich in lore, the adventure delves into the complex relationships between the Wildwood Lodge, local druids, and external threats. The intricate NPCs, dynamic moral choices, and high-stakes consequences create an immersive, memorable experience. However, its pacing can slow for groups uninterested in political intrigue. Overall, it’s a rewarding adventure for those who enjoy both diplomacy and outdoor exploration.

While Wardens of the Wildwood: Pactbreaker excels in storytelling and political intrigue, it has a few notable drawbacks:

Slow pacing: The emphasis on diplomacy and negotiations may feel sluggish for players who prefer constant action, potentially leading to frustration during extended roleplaying scenes.

Narrow appeal: Its focus on nature-based themes and druidic politics may not resonate with all groups, especially those unfamiliar with Golarion’s deeper lore.

Potential for railroading: Some players might feel limited by the strict adherence to the Treaty of the Wildwood, making it difficult to explore alternative solutions or deviate from set paths.

I totally get your disappointment about the absence of the Druids of Wildwood—it does seem like a missed opportunity. However, Pactbreaker still offers a rich exploration of the Verduran Forest’s political landscape, especially with the complex dynamics between the Wildwood Lodge and other factions. While it may not be the exact fantasy you were hoping for, the intrigue, moral dilemmas, and wilderness encounters still deliver some powerful moments that align with the spirit of nature’s defense.

Also, I can see how the advertisement might have felt misleading, but if you approach it more as a nuanced political drama set against a forest backdrop, it might click differently. Maybe giving it another go with adjusted expectations could reveal aspects that resonate more with your vision of the Wildwood.