Count viewlard's page

* Pathfinder Society GM. 1 post. 5 reviews. No lists. No wishlists. 30 Organized Play characters.



Sign in to create or edit a product review.

Our Price: $4.99

Add to Cart

Interesting Investigation

5/5

Played it at GenCon and had a great time with it. Is very much a investigation scenario with some great moments for role play and some creative problem solving. Had three characters at the table that covered a very wide spectrum of what Gault should be(Liberty's Edge, Exchange, and Sovereign Court) which got some fun back and forth between players as well. If you don't have anything in the ways of party face or skills you probably won't have a ton to do for the scenario as we were able to get through it with only one real combat. That being said that one combat was very brutal, as with a full table in low tier with four decent or better combat characters out of tier we could have easily wiped or at least had multiple party deaths if we rolled slightly worse. Overall was a well written scenario that also adds more to current faction storylines in interesting ways.


Our Price: $4.99

Add to Cart

Fun but dangerous

4/5

Played it 12-13 tier with mostly level 12 characters and had a blast doing it. Had a little bit of a slow start as most people hadn't played this particular character for a year or longer as it tends to happen in seeker adventures, but after people had grasps on what their characters could do went fairly smoothly. Had a very balanced party for the most part so we were over to overcome all threats that were thrown at us while always being close to a party wipe at the same time. While combats are brutal, don't just bring damage maximizing characters as skills are still very important to completing your mission. Overall a fun experience with one hang up of no real RP moments except some stuff at the end.
Special Note: If the final boss of a high level makes what would normally be seen as a outrageous threat, do not take it just discount it.


Our Price: $4.99

Add to Cart

Needs more polishing

3/5

I recently ran this scenario. When first reading it over beforehand it seemed okay with some cool set pieces in a different plane. When actually running it ran into the 4th wall very quickly with the party, as they were looking for the hidden pieces of story behind what was happening as opposed to following what they were ordered to do. I can get behind the reasons to a extent as the mission goes out of its way to make your players feel like crap with degrading work and fairly high and plentiful skill checks for the tier and then role play wise berating them if they fail them. That being said the combats in general are easy for even moderate players and a cake walk to a power gamer. The casino section is the star attraction of the whole scenario which we had to cut down for time, which is a shame since it is the one set piece in the adventure that shows off the different plane and its oddities and charm. The potential combat there is awesome in concept, but has things in it which don't make much or any sense and while comes off a cool to a gm is also either a easy fight or potential character death depending on tier and how the situation plays about. The finale of the scenario is alright, but I'm torn on the mechanic, as while it does prevent the barbarians from just hiding behind the party face in a social encounter, it could also punish skill characters surrounded by negative charisma characters.


Our Price: $3.99

Add to Cart

A bit underwhelmed

2/5

The set-up for the adventure is fine and I actually enjoyed the first part which is fairly rp and skill heavy in setting up actual war tactics. I dislike how all that mostly amounts to is how healthy the toddler you have to babysit for the first combat is. The first combat isn't super difficult (at least on low tier), and doesn't seem to account for things a party at these levels can do(fly, haste) as well as punish any non-super damage parties.
The second act is a okay, but potentially punishes you for going the diplomatic route. The third act is okay, and led to some decent rp, but the combat was a bit underwhelming. The ruins, which is almost hand waved off at the end, despite being the point of the adventure was a let down.
Overall this adventure was mediocre but did have a couple of neat set pieces in it.


Our Price: $3.99

Add to Cart

Way to busy for the payoff

1/5

I had signed up to GM this scenario when it first came out, and after seeing poor reviews for it did my best to prep everything I needed for it. That being said it still ended up a frustrating session for both me and my players due to the numerous errors and pointlessness of the investigation. I can see the potential for something in it but the execution as written just has to many things to keep track of that are ultimately pointless.
This should have been split into a two part adventure or better yet a module, with the first part being investigation and finding the person with more interaction with the actual factions and potential fights with members in order to flush them out. This would leave a whole other part for actual escape of the city and interacting with the factions to get out. As it stands it is way to condensed, with little information of value to find, very easy combats(especially if you help the Liberty's Edge based factions), and errors and situations that make no sense(people making it through a sealed hole with no impediment). The set up is cool and if it was fleshed out it could have been something, but as it stands it is just a mess.