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.
This scenario provided multiple ways for PCs to solve problems, presented roleplaying opportunities, intriguing characters, amusing times and all that's nice. In terms of combat the scenario is rather balanced, maybe a tad dangerous. I like it that way.
Aside from some few rules errors, Delirium's Tangle is a well-executed dungeon crawl through a maze. The DCs seem a tad too high for Tier 1-2, and the combats feel easy regardless of tier.
The BBEG is an imaginative opponent who actually puts up a fight and isn't dead in just one round. Faction missions aren't all that good though.
I'm struggling to decide whether this is a 3-star or a 4-star scenario. It's something in-between.
Much like forbinproject said, without the epic & cool elements this scenario would be a 2-star fart. It's a very combat-heavy scenario with little point or plot. I was very unimpressed after reading the last pages of the scenario, noticing it had nothing but combat encounters.
This scenario holds much of those things I hope for. An open sandbox with lots of elements you can use, logical sidemissions and intriguing encounters. The possibility of actually screwing up if you're stupid is a reality which heightens the sense of danger.
While the story is sound, there are numerous problems with the execution. The timeline of the scenario is downright impossible, which requires minor modifications (not affecting the overall experience really) to make it logical. It doesn't matter all that much in the first place, but doesn't bode well.
This scenario is very easy regarding combat. A party of 4 1st-level characters can easily stomp over all the foes they meet. At one point there isn't even a good reason to lay out a map with figures, just ask what the PCs do and it's probably over after that.
A very straight-forward railroad uphill to the top of the mountain. Combat encounters are alright, nothing that blows your mind.
I somehow just can't recall almost anything from this scenario, it was just so bland somehow. All the nice things are in the end, where all the real plot things happen. It feels like the journey there is like an 8-hour drive through Nevadan desert.
Finally, something good! It was a long a time since I last saw a really good PFS scenario. Decline of Glory gets a cake.
It has a good plot, great atmosphere, challenging encounters, and intriguing situations. I might say that some parts are just way too deadly though, like the first encounter where our party TPK'd, but the GM felt that this scenario must not go to waste and altered the plot for the better. This, though, is a trait of Tim Hitchcock; he has said to be a sadistic GM/author, kinda the thing I don't like. Regardless, this is a wonderful adventure.
Also, this scenario has weather effects! It *gasp* rains! When have you last seen it rain in a module? In a home game? Ever in the history of RPG?! It's been years!
I could just copypaste the review I gave for Trouble With Secrets. This is practically the same; a nonexistant plot, boring combats, and absolutely no roleplaying moments.
If you like mindless dungeon crawls, this is for you.
The title Skeleton Moon would indicate this has something to do with Groetus. But surprise surprise, it has *nothing* to do with Groetus!
Where as the scenario is alright, the map is yet again over-complicated and stupid. I can't fathom what's so nice about round rooms in a D&D/PFRPG environment, which mainly uses a grid? I would also argue the encounters are way too deadly for the appropriate tier.
This scenario would also benefit a lot from diplomatic encounters.
"Hi, I'm your venture-captain. We have a rat problem in our basement. Go kill everything! Also our senile janitor says there's an ancient evil down there, so be careful!"
And that sums it up. The senile Bossell is a stupid excuse for this "plot". The combats are either too easy, tedious, deadly, or downright superlethal. I honestly don't have anything good to say about this scenario.
If you like mindless dungeon crawling with no roleplaying, no plot, and no idea, this is the scenario for you.
Despite the well-declared obvious, predictable plot, the atmosphere is good and the fights make sense. What doesn't make sense is how easy the fights really are. Some of the high tier encounters are just so flawed they can be soloed with a 5th-level wizard.
Regardless of some ingenious moments, there's always a balancing stupidity. The scenario is by no means bad, it's just so average. I'd still want to see more from the author.
This, I tell you, could have been done so much better I can't even begin to tell. Instead, possibly due to the absurd page limit, the scenario is just another scripted combat encounter after another. They repeat themselves to oblivion, and frustrate the players.
If you are going to run this, come up with something much more interesting. Replace maps, tactics, and add possibilities for diplomatic approaches. That's what this needs, since I doubt your first reaction in an urban environment is to blast everything into smithereens.
There are two things to see in Andoran; the small heads of the Andoren, and the sewers of Augustana.
This is the latter. Despite the railroadish feeling of the scenario, multiple interesting NPCs and encounters make this an enjoyable scenario. The mission isn't to get the fabled MacGuffin, which is a nice change of pace.
What does make me frown are the maps. The last encounter with the map is just horrible, but fortunately you could easily just make it all better with a few more lines with a pencil. As if anyone would complain.
We finished this in 2 hours. I ran this another time and completely rewrote the plot leaving only the combats untouched. This piece is so unfinished I won't even finish my own revi
The Scooby-Doo of Pathfinder Society, it all flows smoothly until you get to roll the dice and fight. This scenario has some of the worst editing done in the history of, well, organized gaming. Remember, this has no Tier 1-2. It's just typoed, I think they meant it to be 3-4.
Whilst the combats are horrendous, the rest of the scenario is alright, although there's very little of it. Suffering from the same problem Mists of Mwangi does, the adventure location isn't very inspiring. Some old manor in the middle of nowhere, whoo.
A very generic "Fetch me my MacGuffin" dungeon crawl. Filled with deadly encounters and awful maps, this doesn't rank very high. The amount of roleplaying is close to naught. After the briefing it's just walking through a railroad under the city, seeing the wonderful sights of the sewers.
Last encounter is really some shafting. Most likely will make at least one player just leave the table to read a book or something, unless he/she is sadistic.
The plot is coherent and nice, but the scenario reeks with all kinds of holes. If the player catches you and asks certain questions, you might get locked up with no good answer. GMs should be very well prepared to things they haven't prepared.
Combat encounters are nice, although I find them to be quite forced. It does, however, allow the characters to utilize some non-combat abilities, which is nice.
Asmodeus Mirage gives a nice setting, reminds me of the Dune trilogy. The premise, as always, bodes well and keeps going good until you get to the mirage itself. It has a needless minigame attached to it, and the most random encounters yet to be seen in an adventure.
For the DM at some times it seems hard to understand what the motives of the monsters are. And frankly they seem to go the "he/she/it is just mad" line. With slight modifying and more reasoning with less odd encounters this can be made a whole lot better. In its current form it's a pile of random encounters.
I honestly can't say I liked this. The premise bodes well, but once you get to the site it all seems to go wrong. Some might congratulate the scenario for very diverse, tactical combat encounters but frankly they are merely forced into the puzzle. Oh, and as if there is a puzzle.
Very strenous for a DM to pull. Requires a lot of heavy modifications to make the encounters a bit more sensible. Definitely one of the worst PFS modules. Too video-gamey.
Words aren't sufficient to explain the sheer awesomeness of this scenario. It's packed with excitement, intense combats, and most of all a logical plot with a great atmosphere.
A shame this is only as Tier 5-6 minimum. This'd be an excellent way to introduce new players to the Society.
I ran this two times, and both times it was a really nice experience. It's a dungeon delve, don't get me wrong. Unlike most dungeon delves, it provides a good reason and doesn't go too far with the monsters.
Adding elements to give the necropolis more of a claustrophobic feeling further strengthens the atmosphere. With an already strong feeling tied to the scenario it sums up to a neat pack of encounters with enough opportunities to roleplay and make yourself useful.
A mad house with all kinds of things going wrong and all that. A tad uninspiring, nothing much to cling to. Requires a lot from the DM to make it truly interesting. Adventure location is bland.
Combat encounters are alright, and there's a really good base for roleplaying. Maybe watching that new museum movie thing before the scenario helps.
One of the best scenarios that have appeared in the Pathfinder Society. The combat encounters are intriguing, give the players a chance to be clever, and are challenging just enough. The plot itself is not mind-blowing, but it doesn't need to be.
Also I was pleased to see the seeked artifact to be used instead of just being an object with no real relevance. Furthermore, the end is a nice change of pace.
Hydra's Fang has an intriguing plot behind it all, but unfortunately to the players it is kept hidden a bit too well. Some events might not make any sense to a casual observer. Luckily matters like this are repairable.
It's rather combat-heavy but provides a good base for roleplaying. It's good for, say, four 2nd-level characters, but any higher and it'd be too much of a cakewalk on Tier 1-2. I haven't seen Tier 4-5 in action, but looking at the encounters it seems it'd be even more of a cakewalk. Aim this to be the characters' third or fourth adventure.
I can praise this module with reason. The story is compact, logical, and intriguing enough for players. Faction quests are also good and combats use the terrain. The feeling and atmosphere are fitting and the idea of a drowning "city" is wonderful. Very good work, I recommend this piece!
As a downside the combat encounters are ridiculously easy. They could use some work.
Being the first Pathfinder Society scenario I played, I must admit I enjoyed the experience. The plot was coherent, interesting, and easy to follow. The combats felt dangerous and exciting, just what a scenario needs to be intriguing. The faction missions were good except for one, whose mission was glued in by force. Also one encounter felt really out-of-place, irrelevant to the story so to speak. Albeit the minor issues, it's a solid module worthy of the praise.