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Deussu's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,525 posts (1,973 including aliases). 32 reviews. No lists. No wishlists. 16 Pathfinder Society characters. 3 aliases.

1 to 5 of 32 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

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Two parts in one

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While the scenario is somewhat sound, it is very long and exhausting. Due to the limit in word count, some encounters feel like they've been cut short.

This scenario would have worked a lot better as two separate scenarios.

There are also some editorial issues, and some encounters are really tough unless the PCs have one particular resource.

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A railroad through a could-have-been-exotic setting, with some ridiculous encounters. Features almost no roleplaying, lots of dice rolling and knowledge rolling. Some things can even stall if the party lacks certain skills.

The editing is rather hard for the GM. You have to flip back and forth to reread all the details and descriptions for all the areas.

The scenario lacks ... coherence. The party never really discovers the 'what' in the scenario, only creates another 'what'.

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I loved it.


This scenario has it all: intrigue, combats, lots of social encounters, sneaky stuff, deducing, and to top it all a very climactic ending.

Prepare this well, and tell your players to prepare themselves as well. They must pay attention and write down notes lest they forget what they were doing and miss out all the best stuff.

Sports a minor nostalgia trip for Season 0 veterans.

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Deadly yet entertaining

****( )

I would not recommend this to a group of newbies playing fresh 1st level characters. Or rather, don't allow 1st level characters at all.

Really, this has ridiculous danger potential. It might seem outrageous and over the top, but underneath all this there's a really neat backstory and some very fun NPCs to roleplay, given you have time to play them to their full extent.

The difficulty is about the level of The Darkest Vengeance.

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An alright dungeon crawl

***( )( )

While having a refreshening way to introduce the mission, the dungeon itself lacks atmosphere. It has nice little gimmicks and tidbits, but overall the combats are lame and ridiculously easy even with just four characters.

A classic dungeon crawl should really push the PCs hard, almost forcing them to return to safety to lick their wounds, only to come back later.

Despite all this, the scenario is well written and easy for a GM to run. Points for that.

1 to 5 of 32 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

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