6-06 Player review, I have not read the scenario at this point in time.
Score is pretty 2.5, I might find good arguments to boost the score when I prep it, as a player review, I am sort of dragged down by my class with the core concept of leshy mortality.
This review feels is essentially just me dumping the notes I wrote during the adventure, I might update it at some point.
The introduction of the new characters is absolutely not my cup of tea, it is very cute, distractingly so. Replacing one VC with presumably 3 just feels like watering down the Society NPCs.
Briefing and questions are a bit vague, but that feels like that is the general tone of the mission.
The two leshy NPCs are not as bad as some similar NPCs but...
That Leshy graveyard feels like a new piece of canon and honestly, it's weird that leshy have such a strong connection to their bodies.
Undead Leshy feels less like a fresh concept, and more like reusing the concept of the abyss-infused leshy.The explosion is less dangerous, though the artwork feels a bit odd. Turning the entire area into difficult terrain just slows things down or no good reason, not in love with the rotten burst.
After the healing we moved on, finding the problem and now forcing the binary choice. Personally, I am not really sold on the options presented, feels very forced, and I worry that the GM has to prepare both paths, similar to one of the quests developed by the author. Too much of this kind of thing can annoy the GMs and also wastes a lot of word count
We go for brute force, the author does not seem to have accounted for the quick identification skill feat, despite using an identify magic keywording that does not quite work. The GM mentioned that any bonus to that action would apply but I think those are pretty rare.
A Skill challenge leading into a chase is unexpected, but I am not sure if the proportions are correct, 4 skill checks per person (too many I would argue in most situations) to slightly adjust the DCs a bit feels like a kind of trap to sap players hero points early.
Following the chase with yet another series of skills to convince the Leshy that the players are there to help... or at least claim to do so, also involves a fair bit of rolling, but I am so very happy that it resisted the urge to use a heavier clunky system like the influence system.
Following that, the players are essentially asked to clean up so they can get to the area, player characters are essentially used as pest control.
I struggle with the emotional components of the adventure, and
And now we are beating up ghoul leshies, I already felt like the concept of a leshy graveyard was already clashing with my expectations, but undead/negatively charged leshy with skull faces, or ghoulish leshy are... weird, I would have thought that plants would not be something that can be corrupted like that.
The Ghoul leshys are also making everything difficult terrain when they pop, not ideal, but even worse the combat difficulty we encountered felt it was severely under-tuned.
Now we get a skill bonus because we influenced the PC pretty well... and yet another skill challenge with 4 (FOUR) rolls per person, I understand that 4 rolls average things out a bit but it feels excessive.
And yet another bonus earned.
The various paths feel so confusing in a non-repeatable and the GM seems to be negatively affected as it can be hard to find the right page with such a scenario construction.
Generally, I like seeing troops, but the flip mat chosen feels more like a run-down part of a significantly bigger city, though admittedly I am not sure how attuned with nature that settlement is supposed to be, since it and the entire concept for the graveyard seem to have been created for this adventure (and it is causing some major issues for me, it really feels backwards - as if someone wanted to have undead leshy as a major element and then looked for a justification. That could absolutely just be my perception, but I am really struggling with that feeling.
I like seeing the troup rules used though our group might have been a bit too good at fighting them.
Our GM mentioned the zombies trying to get inside the house, but we could not see them in the first round due to our starting location.
The fight really is a joke, the enemies did not even get to really attack, and the starting locations and map are major contributors here. It really feels underwhelming, the difficult terrain is annoying again but not something that can do much more than slow us down.
I appreciate that the adventure is not distracted by the godsrain, or the current metaplot, but what is there is not a particularly appealing story. It might just be me, but I feel the similarities with blooming catastrophe "at least in the concept" are not really doing it a lot of favors).
4 encounters, at least in this run, are a lot... in theory, but so many of them are... similar to the easy encounters in PF1 APs. Somewhere between a desperate attempt to drain some party resources and a massive waste of time.
One of my bigger problems is that spellcasters tend to conserve resources, and thus the combats take longer and are less exciting as nobody seems to cast non-cantrips because it does not feel necessary.
Maybe it is not obvious to the authors and developers but easy encounters are just a drag, particularly in org play.
The final encounter, honestly, the enemy is not super interesting, at least considering what we learned, and while it sounded like a vampire with that super complicated dominate effect. Not sure if using 3 different flavors of undead "templates", helps or hinders the concept, as someone who was not already on board with the "undead leshy" concept, likely not a huge help.
Dominate really is a nasty ability as it is hard to interact with due to the counteract rules.
The martial thrown weapons given out at the start are, unfortunately, not a particularly great fit for most groups.
I guess it is a win for inclusivity as the Whispering Tyrant is now starting to recruit among the fruit and vegetable section of the graveyard, but due to their semi-spirit nature, I feel like this really limits the gravitas of the situation.
It ends with some more focus on the new NPCs which, after clearing the undead menace is also a tonal whiplash as these types of cute characters tend to be (and I get the worst "this feels like someone's character/familiar that was snuck into the scenario" feeling from NPCs like that). Maybe I as slightly more annoyed by how things went, and how our inventor was dominated, but "annoyed" unfortunately describes my feelings here.
Likely not on the shortlist for me to GM, preparing separate paths to the same scenario seems overly completed and a bit like a waste of time.
Including a chase and an infiltration system, is just one aspect where I feel like this adventure wastes a fair bit of word count.
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