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Minireview: The Final Wish (Pathfinder #24)

The Final Wish concludes the Legacy of Fire adventure path, and is a bit of a mixed bag. On one hand, it revisits some old locations (now greatly changed), which is nice and establishes continuity and the actions-have-consequences thing. On the other hand, it has the same problem that many (most?) higher-level D&D(ish) adventures have: it throws huge monster after huge monster at the PCs, in an effort to challenge them. For groups that enjoy combat this is probably cool, but I’m much more a fan of the Exalted style of challenging powerful characters – give them stuff that they cannot just blast away, give them hard choices to make, concentrate on social stuff. Oh, give the combat too, but don’t make that the main point. This module tries to do that a bit, at times, but it’s a bit too much of a high-level combatfest for my taste.

The PCs return to Golarion after an extended planar jaunt, and things have gone from bad to worse. In addition to seeing “their” own town under military occupation, it seems that some Big Bad is about to wake up. Cue fight scenes.

On the whole, I think the whole Legacy of Fire adventure path was a very mixed affair. The start-up adventure is excellent, and the pocket dimension planar excursion was also pretty damn cool (almost Exalted-like in feel at times). However, the background plot was very much in the background, and unless the GM explicitly spells things out, I fear the players could feel that they are just shuffled from one place to another with little rhyme or reason. There are lots of cool components here, but I don’t feel they quite fit together as a whole. It feels a bit incoherent. It might be that this one plays better than it reads, of course.

I have high hopes for the next adventure path, Council of Thieves, since it’s supposed to be more or less completely city-based. Curse of the Crimson Throne was also be supposed to be that, but wasn’t really (it still was the best one so far, in my opinion).

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