A Pathfinder Society Scenario designed for 7th- through 10th-level characters.
A new portal has been discovered in the Maze of the Open Road, and the Society has sent the PCs to investigate what secrets remain on the other side. The PCs discover the settlement of Ukuja, first of the nine walls that make up the Matanji orcs's aptly named Nine Walls nation. There, the PCs fall under scrutiny for a fiendish plot to destabilize the fortress settlement and must work to prove their innocence, all while discovering the true villain behind a fiendish invasion!
I'm writing this review on behalf of my regular players. This was ridiculous. The combats dragged on and on. Some of the enemies couldn't do enough damage to make it worth having them in it. And because there were so many different creatures with different abilities in each combat, I kept losing my place and screwing up. And why was the final boss so easy. He was dead after 3 rounds, but my players had to continue on for 10+ more rounds to kill the minions. And no, they did not focus on the big bad, only two of them did while the other four worked on the minions. I hope the sequel is more focused and less ugh.
Wall is a classic combat scenario with some investigation and some horror elements.
One of the combats are tough but overall was good for subtier 7-8. In some ways the combats were redundant with other combats in this scenario and other recent scenarios.
The scenario finished in 4 hours, although one non-optional encounter was skipped through good scouting.
There was an influence section but it was over fairly quickly (30m), so there were no issues. I thought it was ridiculous to introduce the PCs to all of the council, with extravagant descriptions, do a few skill checks, and then have it be completely irrelevant to the scenario. Again I think the scenario would be better WITHOUT the influence system. Simple is better.
I agree with the other reviewers.
Overall: A fairly straightforward (but enjoyable) combat scenario. (7/10)
Played recently, has potential but also a couple of unfortunatey choices regarding the narrative, and maps involved.
Worth running for groups that crave a fair bit of combat, but runs long.
You like fights? This scenario has fights. Lots of fights. A couple of satisfying and intriguing ones, even.
Before I ran it, I heard it would run long, and I can confirm that it ran pretty long (if memory serves, I think I was at around five hours, with five players at the higher end of low tier).
There was an interesting combat in the middle, both in terms of the layout and the enemies' abilities. The final combat was satisfyingly challenging with some novel elements. I enjoyed that final battle both when I played the scenario and when I ran it.
I suppose I wouldn't have minded dropping one or both of the other fights (though I enjoyed the first one) and having more of a chance to explore the setting. Overall a good effort, and a scenario I can see myself enjoying again.
Interesting Story, but needs some better editing/support.
Overall this is an intriguing scenario with some unique engagements.
There's way too many combats, but the one place that the players wanted to engage for Roleplay wasn't allowed by the weird unexplained railroading that you have to tell the players sorry you can't do that because I don't have a stat block and you are told to
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.
The sidebar on page 21 should read as:
To adjust for the PCs’ overall strength, use the following Challenge Point adjustments. These adjustments are not cumulative.
10–11 Challenge Points: Add one babau to the encounter.
12–13 Challenge Points: Add one nabasu to the encounter.
14–15 Challenge Points: Add one babau and one nabasu to the encounter.
16–18 Challenge Points (5+ players): Add two babaus and one nabasu to the encounter.
The sidebar on page 30 should read as:
To adjust for the PCs’ overall strength, use the following Challenge Point adjustments. These adjustments are not cumulative.
19–22 Challenge Points: Add one nabasu to the encounter.
23–27 Challenge Points: Add two nabasus to the encounter.
28–32 Challenge Points: Add one invidiak, one nabasu, and one kithangian to the encounter.
33+ Challenge Points (5+ players): Add two invidiaks and two kithangians to the encounter.
We're waiting for an updated PDF and will let y'all know once it's ready!
After running this scenario, doing normal interactions/RP plus investigation and still having to do 4 higher level combats for a 7 - 10 is ludacris and certainly will never fit into a 4 hour time block, and took us over 6 hours to complete. It has been the trend that I've noted to have 4 combats in most scenarios this season and so everything runs long. That really needs to get fixed as many of these could never be run in a live instore game environment given our usual timing restraints.
After running this scenario, doing normal interactions/RP plus investigation and still having to do 4 higher level combats for a 7 - 10 is ludacris and certainly will never fit into a 4 hour time block, and took us over 6 hours to complete. It has been the trend that I've noted to have 4 combats in most scenarios this season and so everything runs long. That really needs to get fixed as many of these could never be run in a live instore game environment given our usual timing restraints.
Agreed. And none of the combats are even marked optional.
I really want to check Ukuja but... I have a Pathfinder Society subscription and I haven't received anything since #05-04, and customer.service@paizo.com hasn't replied after 4 days... not very happy about this.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Hm. This should have come with my November (I guess) subscription. It didn't. :-(
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Ed Reppert wrote:
Hm. This should have come with my November (I guess) subscription. It didn't. :-(
In the past when I’ve missed mine I’ve emailed customer service with links to the missing scenarios and they are great at getting them to me in good time; but you know keep it friendly, they are dealing with a lot of backlog
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
I always keep it friendly. I've already written to CS. They have already sent me a ticket number (I'm pretty sure that part's automated). We'll see.