Avalon Quests


Product Discussion


Just wondering if anyone has attempted to play using this system which came out late last year? It's intended to allow a solo player to adventure with a full party in a way that I suppose would be somewhat similar to playing the old Baldur's Gate computer game but on a tabletop.

I'm very intrigued, and the price is good, but I was just poking around to see if I could find some play experiences posted somewhere before taking the plunge.


Just broke down and picked it up in spite of the lack of information anywhere. After a quick scan, it looks like a very innovative quest delivery system for a solo player and should be way more immersive and interesting than any solo methods that we've seen so far.

Rolled up 6 characters last night and adjust about ready to start playing, but at this point I don't see this deserving that piddly 2-star rating it's received. Sounds like a great way to learn pathfinder, and learn it well.


I don't understand; is it just playing pathfinder by yourself, only with a whole party instead of a single character? Please link so we can see the product (I've not heard of this til this thread for some reason).


Voila. There's a few free teasers (which unfortunately don't really let you see too much about how it really plays) in there as well as the rules and the first module.

Avalon Quests

You run a full party. The system assigns your quests and unlocks/locks options as you move through the adventure.

There are no AARs or reviews anywhere on the net - just that one two star review on this site. I won't review it myself before having played it like the other fellow, but based on a quick skim of the materials last night I was pleasantly surprised. I don't have any of the complaints that he had and it definitely seems like a workable rule set. It will definitely be slower than playing with a DM and multiple players, but that's OK.


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Not sure if anyone is really interested because this is definitely a niche product, but I felt like writing because I finally got to play this a bit tonight and it feels great to finally play DnD/Pathfinder again! Haven't played with a group in over 20 years and it's been over 10 years since Baldur's Gate / Neverwiner.

This system is pretty cool. It's definitely more fun than the typical solo fare because it runs less on rails and leaves far more decision making to the player who has to decide which quests he'll tackle and the order in which he'll tackle them.

There are tons of little typos and errors in charts that cause some head scratching. This definitely could have used a bit more play testing, but I haven't seen anything yet that can't be easily dealt with.

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My party started off in a small border town that is having both a goblin problem and a bandit problem. We inquired at the local militia to see if we could help but were rudely turned back because we were still too green. But we were invited to attend a meeting in 5 days time if we were still in the area.

Hanging around at the tavern we discovered that no-one had heard from a nearby town in a few days and that a status report on them would be appreciated and also that a well known royal messenger appears to have vanished; his horse arrived in the town riderless a few days ago. Also at the Tavern, one of the militia leaders offered to take us on a little shakedown mission against bandits to get some experience.

We decided to investigate both the missing messenger and the silent neighboring village, because the location where the messenger was last seen was very close to that town. It seemed to be a nice way to kill two birds with one stone. So we set off on the road. It's a somewhat risky mission for us since the survival skills of this party are so low at this point, we definitely want to avoid camping outdoors at night. If we move quickly as the bird flies, we should arrive at the nearby town in early evening. If we take our time and take the safest route, it will take 2 days and we will spend our nights at inns along the road. We will have to ford a small river regardless of which route we take. I'm worried about missing the big meeting if we take our time.

Shortly after leaving our home base, a large group of mercenaries meets us on the road and questions us rather roughly. They let us go without incident but they seemed a little suspicious of us for some reason. A few hours later, still early morning, as the road entered some heavy forest, a pack of wild dogs came out of the brush and started snarling viciously. All but our wizard lost their courage and were shaken. We decided to move quickly away before the dogs decided to attack us. We were still safe, but we lost about an hour waiting for the dogs to move on before venturing into the woods again. If we take the quick route, we'll arrive in full darkness now.


I have played this for a couple of days and enjoy it too. I do have a couple of questions that maybe you have seen and want to see what you have done.

1. When rolling for specialist in group encounters it says you roll a d4 with some negative modifier but it never says what that modifier is...any clue?

2. Starting positions, the book says players start on one side and enemy on the other but then the layout at the back has them always starting all over the map. Which do you use. Also it says something about facing and noticing but nowhere does it explain how they are faced.

Thoughts?


Hi Carl,

Can you give me a page number for the confusing rule? I made it through all of Raiders Of Fortune without encountering a specialist but I just got one tonight in Adventure #1. I assume it's a Peddler type encounter?

The "layout at the back" isn't to decide where on the map the guys start in. It's to decide the group "formation" once you know where they will be on the map. The maps are usually so small, you can pretty much ignore the formation stuff - it doesn't affect very much. Likewise, facing. I don't think I've ever made use of that.

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