paizo.com Recent Reviews by Disk Elementalpaizo.com Recent Reviews by Disk Elemental2022-08-17T03:25:45Z2022-08-17T03:25:45ZPathfinder Roleplaying Game: Ultimate Wilderness: Where Uninspired and Lazy Intersect (1 star)Disk Elementalhttps://paizo.com/products/btpy9ujo?Pathfinder-Roleplaying-Game-Ultimate-Wilderness2017-11-09T01:39:37Z<p><b>Pathfinder Roleplaying Game: Ultimate Wilderness</b></p><p>I must say, I was quite excited for this book. Ever since the debacle that was 3.5 polymorphing, Paizo has seemed to do everything in their power to nerf everything that involves it, and avoid printing more content. Thus, the existence of the Shifter intrigued me, the many-formed wanderer is a staple of Fantasy fiction, but Druid has too much clutter in the way to allow everyone to enjoy it. I wanted a class that could shapeshift from the word go, with unique and interesting class features to support that choice.</p>
<p>What we got, is a combination of Monk, Druid, and Hunter, that takes the worst, least exciting, and least functional aspects from each. Several features are cut and pasted whole cloth from Druid, while Wild Shape has been nerfed to the point of being a mere shadow of its former self, a fact I will discuss later. The Aspects feature is a copy paste from the Hunter's base Animal Foci, with a minor progression added at 8th level, it even includes the limited duration and uses per day clause! Something that even the base hunter did away with under certain circumstances. But it's unfair to focus solely on what's been cribbed from other classes, lets talk about Shifter's Claws, one of the few new features added; and I think an accurate summary of my problems with Shifter in a nutshell</p>
<p>1. You only get claws. No matter your theme, no matter your animal aspects, you get claws. Yes, that includes the Frog and Snake Shifters. This decision baffles me. Why restrict the Shifter to only using claws? Is there an issue with allowing a bite? Or a gore? Or a slam? Or a tail slap? On a class designed around shape changing, the fact this is unusually static reeks of hurried design.</p>
<p>2. The claws scale in damage, but very poorly. Why not allow claws to scale at a similar speed to the Monk and Brawler's unarmed strikes? At low levels, a full attack with claws is essentially a flurry, while at upper levels, the flurry vastly outpaces the claws, because unarmed strikes benefit from iterative attacks.</p>
<p>3. Even the claws have a feature cribbed from the Monk, in the form of their scaling material/property changes. The only unique feature the Shifter will see in their first handful of levels, is still just a spruced up hand me down system.</p>
<p>As for the issue of Wildshape, first we need to talk about the Aspect changes. Unlike Hunter, which knows all their Animal Foci at 1st level, the Shifter is incredibly limited, knowing only ONE aspect at first level, and gaining another Aspect every five levels thereafter. That alone, is worrying when compared with the Hunter... but then there's the Wildshape. <b>A Shifter can only Wildshape into a creature she has an Aspect for.</b> Unlike a Druid, who has numerous advantages over a Shifter already, the Shifter is limited to transforming into a total of 5 animals over the course of their entire career. Forget about transforming into Elementals, or Plants, or any Aquatic creature, or any of the dozens of bizarre and useful forms a clever Druid can pick from. The Shifter gets five forms, drawn from a list of fifteen animals. I would also point out, that this Wildshape is limited in exactly the same way as the Druid's is, so the Shifter can't even be in their form for the entire day until higher levels.</p>
<p>This, right here, is the real crux of the issue with the Shifter. It's not even as good at Shapeshifting as a 9 Wisdom Druid or Feral Hunter.</p>
<p>The rest of the book suffers from the same issues as many paizo hardcovers of late, namely large numbers of misprints that greatly alter the power of abilities. Many archetypes that are seemingly designed for NPC usage, or are simply trap options for less savvy players (The Ooze Shifter may be the new gold standard for this, given that it can't wear any magic items when in natural form.); combined with a large number of reprints and nerfs to spells and abilities people enjoyed using. If you look hard enough, there are a few things worth using, such as the Wildshaping Warpriest, or the Mapmaker Investigator, but those diamonds are few and far between.</p>
<p>1/5 - Absolutely Do Not Purchase.</p><p><b>Pathfinder Roleplaying Game: Ultimate Wilderness</b></p><p>I must say, I was quite excited for this book. Ever since the debacle that was 3.5 polymorphing, Paizo has seemed to do everything in their power to nerf everything that involves it, and avoid printing more content. Thus, the existence of the Shifter intrigued me, the many-formed wanderer is a staple of Fantasy fiction, but Druid has too much clutter in the way to allow everyone to enjoy it. I wanted a class that could shapeshift from the word go, with unique and interesting class features to support that choice.</p>
<p>What we got, is a combination of Monk, Druid, and Hunter, that takes the worst, least exciting, and least functional aspects from each. Several features are cut and pasted whole cloth from Druid, while Wild Shape has been nerfed to the point of being a mere shadow of its former self, a fact I will discuss later. The Aspects feature is a copy paste from the Hunter's base Animal Foci, with a minor progression added at 8th level, it even includes the limited duration and uses per day clause! Something that even the base hunter did away with under certain circumstances. But it's unfair to focus solely on what's been cribbed from other classes, lets talk about Shifter's Claws, one of the few new features added; and I think an accurate summary of my problems with Shifter in a nutshell</p>
<p>1. You only get claws. No matter your theme, no matter your animal aspects, you get claws. Yes, that includes the Frog and Snake Shifters. This decision baffles me. Why restrict the Shifter to only using claws? Is there an issue with allowing a bite? Or a gore? Or a slam? Or a tail slap? On a class designed around shape changing, the fact this is unusually static reeks of hurried design.</p>
<p>2. The claws scale in damage, but very poorly. Why not allow claws to scale at a similar speed to the Monk and Brawler's unarmed strikes? At low levels, a full attack with claws is essentially a flurry, while at upper levels, the flurry vastly outpaces the claws, because unarmed strikes benefit from iterative attacks.</p>
<p>3. Even the claws have a feature cribbed from the Monk, in the form of their scaling material/property changes. The only unique feature the Shifter will see in their first handful of levels, is still just a spruced up hand me down system.</p>
<p>As for the issue of Wildshape, first we need to talk about the Aspect changes. Unlike Hunter, which knows all their Animal Foci at 1st level, the Shifter is incredibly limited, knowing only ONE aspect at first level, and gaining another Aspect every five levels thereafter. That alone, is worrying when compared with the Hunter... but then there's the Wildshape. <b>A Shifter can only Wildshape into a creature she has an Aspect for.</b> Unlike a Druid, who has numerous advantages over a Shifter already, the Shifter is limited to transforming into a total of 5 animals over the course of their entire career. Forget about transforming into Elementals, or Plants, or any Aquatic creature, or any of the dozens of bizarre and useful forms a clever Druid can pick from. The Shifter gets five forms, drawn from a list of fifteen animals. I would also point out, that this Wildshape is limited in exactly the same way as the Druid's is, so the Shifter can't even be in their form for the entire day until higher levels.</p>
<p>This, right here, is the real crux of the issue with the Shifter. It's not even as good at Shapeshifting as a 9 Wisdom Druid or Feral Hunter.</p>
<p>The rest of the book suffers from the same issues as many paizo hardcovers of late, namely large numbers of misprints that greatly alter the power of abilities. Many archetypes that are seemingly designed for NPC usage, or are simply trap options for less savvy players (The Ooze Shifter may be the new gold standard for this, given that it can't wear any magic items when in natural form.); combined with a large number of reprints and nerfs to spells and abilities people enjoyed using. If you look hard enough, there are a few things worth using, such as the Wildshaping Warpriest, or the Mapmaker Investigator, but those diamonds are few and far between.</p>
<p>1/5 - Absolutely Do Not Purchase.</p>Disk Elemental2017-11-09T01:39:37ZPathfinder Society Scenario #8-99A: The Solstice Scar, Version A: Not Our Story (2 stars)Disk Elementalhttps://paizo.com/products/btpy9s15?Pathfinder-Society-Scenario-899A-The-Solstice-Scar-Version-A2017-08-21T01:52:17Z<p><b>Pathfinder Society Scenario #8-99A: The Solstice Scar, Version A</b></p><p>Reviewing a living scenario is incredibly tricky, since any mechanical/encounter comments may be made completely irrelevant by the next edit of the document. After running it at 10-11, I can say there's a lot to like about Solstice Scar, and there's a lot I do like about it. However, the issues I have with it run right to the core of the scenario, and are things that I doubt can be fixed by the addition of a new act, or some encounter tweaks.</p>
<p>Fully discussing my complaints will require some spoilers, which will be marked as such. </p>
<p>The Good:
<br />
Compared to previous multi-table specials, the majority of this one is a breeze to run. Largely in part due to the excellent organization, and the how the bestiaries are broken down by both section and tier in the appendices. I've run every multi-table special bar one, and this was the second easiest prep I've had. No easy feat considering the scale of the encounters.</p>
<p>The inclusion of one major roleplay encounter per act was a godsend for my table, who all loved the opportunity to do something other than fight.</p>
<p>The encounter variety was greatly appreciated. Everyone got a chance to shine in their own ways. The Monk with anti-hardness abilities loved Part 1, the AoE blaster/controller Wizard loved the low-save enemies in part 2, and the Paladin/Anti-Undead Cleric loved Part 3. Too often specials are focused on one type of enemy, which can leave characters out in the cold; this one made every skill set uniquely valuable.</p>
<p>The challenge was a little on the easy side at the highest tier, which is to be expected for a special; but several encounters (particularly in Act 3) had the party on the edge of their seats. Although, they were a bit unhappy with how anti-climactic the final encounter was. A boss fight would not have gone amiss.</p>
<p>The Bad:
<br />
Three of the flipmats used (Museum, Hill Country, Bigger Forest), including the one for the final encounter, are fairly uncommon, and are all painful to hand-draw. Museum can be solved by breaking it down into the relevant sections, however there's no easy solution for the other two. Especially the map for the final encounter which has no geometric shapes, and is too large for a normal flipmat.</p>
<p>The latter two social encounters both really needed a handout. I ended up making one for my table, simply because it's next to impossible to convey all the written information in a noisy convention hall when you're on a tight deadline.</p>
<p>The story lacked connective tissue. This special takes place over the course of several weeks-months, with large sections of time glossed over by box text. Leading to a fairly disorienting experience for both the players and the GMs. </p>
<p>Why did a relic of Vildeis from the Shinning Crusade somehow end up being needed for a ritual way up in the Realm of the Mammoth Lords? The connection is unwieldy and left the lore junkies scratching their heads.</p>
<p>[Spoiler omitted]</p>
<p>Which is, ultimately, why this special rates so low. The mechanical content is pretty good, but its wrapper is anything but "special", and I don't see how any amount of new acts or act restructuring can change that, short of removing Acts 1 and 2, and going directly from 3. </p>
<p>2/5</p><p><b>Pathfinder Society Scenario #8-99A: The Solstice Scar, Version A</b></p><p>Reviewing a living scenario is incredibly tricky, since any mechanical/encounter comments may be made completely irrelevant by the next edit of the document. After running it at 10-11, I can say there's a lot to like about Solstice Scar, and there's a lot I do like about it. However, the issues I have with it run right to the core of the scenario, and are things that I doubt can be fixed by the addition of a new act, or some encounter tweaks.</p>
<p>Fully discussing my complaints will require some spoilers, which will be marked as such. </p>
<p>The Good:
<br />
Compared to previous multi-table specials, the majority of this one is a breeze to run. Largely in part due to the excellent organization, and the how the bestiaries are broken down by both section and tier in the appendices. I've run every multi-table special bar one, and this was the second easiest prep I've had. No easy feat considering the scale of the encounters.</p>
<p>The inclusion of one major roleplay encounter per act was a godsend for my table, who all loved the opportunity to do something other than fight.</p>
<p>The encounter variety was greatly appreciated. Everyone got a chance to shine in their own ways. The Monk with anti-hardness abilities loved Part 1, the AoE blaster/controller Wizard loved the low-save enemies in part 2, and the Paladin/Anti-Undead Cleric loved Part 3. Too often specials are focused on one type of enemy, which can leave characters out in the cold; this one made every skill set uniquely valuable.</p>
<p>The challenge was a little on the easy side at the highest tier, which is to be expected for a special; but several encounters (particularly in Act 3) had the party on the edge of their seats. Although, they were a bit unhappy with how anti-climactic the final encounter was. A boss fight would not have gone amiss.</p>
<p>The Bad:
<br />
Three of the flipmats used (Museum, Hill Country, Bigger Forest), including the one for the final encounter, are fairly uncommon, and are all painful to hand-draw. Museum can be solved by breaking it down into the relevant sections, however there's no easy solution for the other two. Especially the map for the final encounter which has no geometric shapes, and is too large for a normal flipmat.</p>
<p>The latter two social encounters both really needed a handout. I ended up making one for my table, simply because it's next to impossible to convey all the written information in a noisy convention hall when you're on a tight deadline.</p>
<p>The story lacked connective tissue. This special takes place over the course of several weeks-months, with large sections of time glossed over by box text. Leading to a fairly disorienting experience for both the players and the GMs. </p>
<p>Why did a relic of Vildeis from the Shinning Crusade somehow end up being needed for a ritual way up in the Realm of the Mammoth Lords? The connection is unwieldy and left the lore junkies scratching their heads.</p>
<p>[Spoiler omitted]</p>
<p>Which is, ultimately, why this special rates so low. The mechanical content is pretty good, but its wrapper is anything but "special", and I don't see how any amount of new acts or act restructuring can change that, short of removing Acts 1 and 2, and going directly from 3. </p>
<p>2/5</p>Disk Elemental2017-08-21T01:52:17ZPathfinder Society Scenario #8-17: Refugees of the Weary Sky (PFRPG) PDF: When it's not sadistic, it's boring. (2 stars)Disk Elementalhttps://paizo.com/products/btpy9qcc?Pathfinder-Society-Scenario-817-Refugees-of-the-Weary-Sky2017-04-04T05:12:36Z<p><b>Pathfinder Society Scenario #8-17: Refugees of the Weary Sky (PFRPG) PDF</b></p><p>Prefacing this by saying I've both played and run this at high tier, with full tables of veteran players, and a veteran GM.</p>
<p>My biggest problem with the scenario is neatly summed up by the title of this review. The concepts and ideas lurking within the margins are very, very cool. However the scenario chooses to make these moments secondary to one of the most sadistic combats I've seen in years, and a plot line that seems designed to trick the party into screwing themselves over. Even if the party defies common sense, and does what the author wants, they're greeted with what is essentially a glorified info-dump, followed by a single skill check to completely resolve the mission.</p>
<p>Digging into specifics, so spoilers incoming.</p>
<p>The Setup: The party's mission is to solidify the alliance between the Society and the Concordance of Elements (the organization from the completely underwhelming Tyranny of the Winds arc), by exploring an ancient Jistkan outpost that's doing funky things to the elemental planes.</p>
<p>The Atmosphere: This is the one thing the scenario does well; the moment where the party finally reactivates the complex, and begins to understand the true scope of the citadel is excellently done. Elevators have crumbled into disrepair, broken golems lie scattered about, and magical effects abound. This is exactly what I imagined an intact Jistkan ruin would look like.</p>
<p>[Spoiler omitted]</p>
<p>The Factions: The Grand Lodge mission is just to succeed at the overall mission; boring, but par for the course for the faction. The Scarab Sage mission is fantastic, and I'm excited to see how it pays off. Between Beacon Below, Ancient's Anguish, and this one, it's clear someone on the PFS team really likes the faction.</p>
<p>Summary:
<br />
Setup isn't the worst I've seen, but could be better.
<br />
Atmosphere is excellent, and I wish we had gotten more of it.
<br />
The Encounters are sadistic to the extreme (don't bring anyone who relies on precision damage!)
<br />
The RP is decent, but is all clumped together.
<br />
I found the payoff underwhelming, but others may have differing thoughts.
<br />
The Grand Lodge mission is bland as bland can be, but the Scarab Sage mission is one of the coolest I've ever seen.</p>
<p>Verdict:
<br />
1.75/5 (rounds to 2) - The brutal encounters and lackluster payoff makes this hard to recommend to anyone but fans of Jistka and Scarab Sages, with suitably min-maxed characters. I've certainly played worse scenarios, but not many.</p><p><b>Pathfinder Society Scenario #8-17: Refugees of the Weary Sky (PFRPG) PDF</b></p><p>Prefacing this by saying I've both played and run this at high tier, with full tables of veteran players, and a veteran GM.</p>
<p>My biggest problem with the scenario is neatly summed up by the title of this review. The concepts and ideas lurking within the margins are very, very cool. However the scenario chooses to make these moments secondary to one of the most sadistic combats I've seen in years, and a plot line that seems designed to trick the party into screwing themselves over. Even if the party defies common sense, and does what the author wants, they're greeted with what is essentially a glorified info-dump, followed by a single skill check to completely resolve the mission.</p>
<p>Digging into specifics, so spoilers incoming.</p>
<p>The Setup: The party's mission is to solidify the alliance between the Society and the Concordance of Elements (the organization from the completely underwhelming Tyranny of the Winds arc), by exploring an ancient Jistkan outpost that's doing funky things to the elemental planes.</p>
<p>The Atmosphere: This is the one thing the scenario does well; the moment where the party finally reactivates the complex, and begins to understand the true scope of the citadel is excellently done. Elevators have crumbled into disrepair, broken golems lie scattered about, and magical effects abound. This is exactly what I imagined an intact Jistkan ruin would look like.</p>
<p>[Spoiler omitted]</p>
<p>The Factions: The Grand Lodge mission is just to succeed at the overall mission; boring, but par for the course for the faction. The Scarab Sage mission is fantastic, and I'm excited to see how it pays off. Between Beacon Below, Ancient's Anguish, and this one, it's clear someone on the PFS team really likes the faction.</p>
<p>Summary:
<br />
Setup isn't the worst I've seen, but could be better.
<br />
Atmosphere is excellent, and I wish we had gotten more of it.
<br />
The Encounters are sadistic to the extreme (don't bring anyone who relies on precision damage!)
<br />
The RP is decent, but is all clumped together.
<br />
I found the payoff underwhelming, but others may have differing thoughts.
<br />
The Grand Lodge mission is bland as bland can be, but the Scarab Sage mission is one of the coolest I've ever seen.</p>
<p>Verdict:
<br />
1.75/5 (rounds to 2) - The brutal encounters and lackluster payoff makes this hard to recommend to anyone but fans of Jistka and Scarab Sages, with suitably min-maxed characters. I've certainly played worse scenarios, but not many.</p>Disk Elemental2017-04-04T05:12:36ZPathfinder Society Scenario #7–26—All for Immortality, Part 2: All the Gods Beyond (PFRPG) PDF: Even the best isn't without blemishes (4 stars)Disk Elementalhttps://paizo.com/products/btpy9m01?Pathfinder-Society-Scenario-7-26-All-for-Immortality-Part-2-All-the-Gods-Beyond2016-08-11T00:01:01Z<p><b>Pathfinder Society Scenario #7–26—All for Immortality, Part 2: All the Gods Beyond (PFRPG) PDF</b></p><p>First off, I played this scenario at tier 14-15, with a five player party and no adjustment. I am currently prepping to run this at tier 14-15 on hardmode.</p>
<p>Unlike with Part 1, my complaints dealing with this scenario are isolated to a single encounter near the middle, rather than the entire adventure. If you wish to avoid all spoilers, scroll down to my final thoughts near the bottom.</p>
<p>[Spoiler omitted]</p>
<p>Overall - In my opinion, this is the best of the three All For Immortality parts. The setting feels properly epic, the encounters are all interesting, the Leadership mechanics are more straightforward and less obtuse than in the other two parts, and the NPC near the end rivals Ekira and the Squizzard for the position of best NPC in all of Society. This one would easily be five stars and in the running for best of Season 7, if it wasn't for the one fatal flaw in the middle.</p>
<p>Rating: 4/5</p><p><b>Pathfinder Society Scenario #7–26—All for Immortality, Part 2: All the Gods Beyond (PFRPG) PDF</b></p><p>First off, I played this scenario at tier 14-15, with a five player party and no adjustment. I am currently prepping to run this at tier 14-15 on hardmode.</p>
<p>Unlike with Part 1, my complaints dealing with this scenario are isolated to a single encounter near the middle, rather than the entire adventure. If you wish to avoid all spoilers, scroll down to my final thoughts near the bottom.</p>
<p>[Spoiler omitted]</p>
<p>Overall - In my opinion, this is the best of the three All For Immortality parts. The setting feels properly epic, the encounters are all interesting, the Leadership mechanics are more straightforward and less obtuse than in the other two parts, and the NPC near the end rivals Ekira and the Squizzard for the position of best NPC in all of Society. This one would easily be five stars and in the running for best of Season 7, if it wasn't for the one fatal flaw in the middle.</p>
<p>Rating: 4/5</p>Disk Elemental2016-08-11T00:01:01ZPathfinder Society Scenario #7–20—All for Immortality, Part 1: First Taste of Eternity (PFRPG) PDF: Interesting, but flawed. (3 stars)Disk Elementalhttps://paizo.com/products/btpy9k93?Pathfinder-Society-Scenario-7-20-All-for-Immortality-Part-1-First-Taste-of-Eternity2016-08-10T23:00:59Z<p><b>Pathfinder Society Scenario #7–20—All for Immortality, Part 1: First Taste of Eternity (PFRPG) PDF</b></p><p>First off, I played through this scenario at high tier, with 4-player adjustment. I'm currently prepping to run this at high tier on Hardmode.</p>
<p>In order to fully explain the problems I have with the scenario, I'm gonna need to dig deeply into the design of the encounters, the story, and how it ties into the meta-plot. Beneath the Spoiler tag, anything goes. If you want my quick thoughts, then scroll down to the bottom.</p>
<p>[Spoiler omitted]</p>
<p>Overall - The first encounter is truly excellent from both a mechanics and a lore perspective. It knocks the players off balance, then forces them to devise a way out. Exactly what I had hoped for in Seeker play. The second and third encounters make very little sense (even after reading the scenario), and seem to be designed as "gotcha" moments, rather than to make sense in the story. Also, 4-player adjustment really takes the teeth out of the second encounter, making it closer to what I'd expect from 10-11, rather than 14-15. </p>
<p>I won't fully discuss the leadership mechanics here, since I've got quite a bit to say on that subject. Check my review of part 3 for full comments.</p>
<p>The scenario was enjoyable and interesting, but had enough frustrations that it was noticeably hampered.</p>
<p>3.5/5 Stars</p><p><b>Pathfinder Society Scenario #7–20—All for Immortality, Part 1: First Taste of Eternity (PFRPG) PDF</b></p><p>First off, I played through this scenario at high tier, with 4-player adjustment. I'm currently prepping to run this at high tier on Hardmode.</p>
<p>In order to fully explain the problems I have with the scenario, I'm gonna need to dig deeply into the design of the encounters, the story, and how it ties into the meta-plot. Beneath the Spoiler tag, anything goes. If you want my quick thoughts, then scroll down to the bottom.</p>
<p>[Spoiler omitted]</p>
<p>Overall - The first encounter is truly excellent from both a mechanics and a lore perspective. It knocks the players off balance, then forces them to devise a way out. Exactly what I had hoped for in Seeker play. The second and third encounters make very little sense (even after reading the scenario), and seem to be designed as "gotcha" moments, rather than to make sense in the story. Also, 4-player adjustment really takes the teeth out of the second encounter, making it closer to what I'd expect from 10-11, rather than 14-15. </p>
<p>I won't fully discuss the leadership mechanics here, since I've got quite a bit to say on that subject. Check my review of part 3 for full comments.</p>
<p>The scenario was enjoyable and interesting, but had enough frustrations that it was noticeably hampered.</p>
<p>3.5/5 Stars</p>Disk Elemental2016-08-10T23:00:59ZPathfinder Society Scenario #4–07: Severing Ties (PFRPG) PDF: Terms of Enrampagement (5 stars)Disk Elementalhttps://paizo.com/products/btpy8u8t?Pathfinder-Society-Scenario-4-07-Severing-Ties2014-03-19T19:04:17Z<p><b>Pathfinder Society Scenario #4–07: Severing Ties (PFRPG) PDF</b></p><p>I've played this one at low tier, and GMed it multiple times at both tiers. So, I'll attempt to give both a player's perspective, and a GM's perspective.</p>
<p>Setting:</p>
<p>Player - I love it. Riddleport is an archetypical hive of scum and villainy, and the locations you visit only enforce this image. All three of the temples have a unique feel, and contribute to the craziness of the scenario.</p>
<p>GM - I also love it. The best Pathfinder stories come about when players are allowed to go nuts, and Riddleport is the perfect location for it. Between getting smashed at the temple of Cayden, get "smashed" at the temple to Calistria, and doing the smashing at the temple of Besmara, there's plenty of opportunities for the players to turn this supposedly covert mission into a drunken rampage.</p>
<p>Encounters:</p>
<p>Player - Hard. The first and optional fights are a cakewalk, but the second and final boss fights are potential TPKs. Our group had a Paladin trigger the second fight, so it didn't really hurt us, but if the Rogue or Wizard did it instead, then things might have been different. Overall I enjoyed it, I prefer quality over quantity in my encounters, and the author clearly does as well.</p>
<p>GM - I'll echo the player comments. GMs need to be careful with the second fight (remember the flickering wall) and the final boss, I've nearly TPK'd low tier parties with both of them.</p>
<p>Other:</p>
<p>Player - This module is about, role playing, not rollplaying. If you come into this one willing to get out of your comfort zone and do some crazy things then you'll have an awesome time. If you want to roll dice and kill monsters, you'll leave disappointed.</p>
<p>GM - Whether this module succeeds or fails depends on you. If you really get into it, and encourage players to get into it (I usually give the players a bit of time to hang out in the Tavern for precisely this purpose), then <a href="http://paizo.com/threads/rzs2qghy&page=2?Awesome-stories-from-your-PFS-characters#52" target="_blank" rel="nofollow">everyone will have a great time</a>. If you just stick to the script, and refuse to get out of the box, then it'll fall a little flat. </p>
<p>Final Score:</p>
<p>Player - I love the roleplaying, the story, and the combats. Easily a 5.</p>
<p>GM - I also love the roleplaying, the story, and the combats. Also a 5.</p>
<p>Overall:
<br />
If "The Disappeared" is an episode of Mission Impossible, then "Severing Ties" is an episode of Archer.</p>
<p>5</p><p><b>Pathfinder Society Scenario #4–07: Severing Ties (PFRPG) PDF</b></p><p>I've played this one at low tier, and GMed it multiple times at both tiers. So, I'll attempt to give both a player's perspective, and a GM's perspective.</p>
<p>Setting:</p>
<p>Player - I love it. Riddleport is an archetypical hive of scum and villainy, and the locations you visit only enforce this image. All three of the temples have a unique feel, and contribute to the craziness of the scenario.</p>
<p>GM - I also love it. The best Pathfinder stories come about when players are allowed to go nuts, and Riddleport is the perfect location for it. Between getting smashed at the temple of Cayden, get "smashed" at the temple to Calistria, and doing the smashing at the temple of Besmara, there's plenty of opportunities for the players to turn this supposedly covert mission into a drunken rampage.</p>
<p>Encounters:</p>
<p>Player - Hard. The first and optional fights are a cakewalk, but the second and final boss fights are potential TPKs. Our group had a Paladin trigger the second fight, so it didn't really hurt us, but if the Rogue or Wizard did it instead, then things might have been different. Overall I enjoyed it, I prefer quality over quantity in my encounters, and the author clearly does as well.</p>
<p>GM - I'll echo the player comments. GMs need to be careful with the second fight (remember the flickering wall) and the final boss, I've nearly TPK'd low tier parties with both of them.</p>
<p>Other:</p>
<p>Player - This module is about, role playing, not rollplaying. If you come into this one willing to get out of your comfort zone and do some crazy things then you'll have an awesome time. If you want to roll dice and kill monsters, you'll leave disappointed.</p>
<p>GM - Whether this module succeeds or fails depends on you. If you really get into it, and encourage players to get into it (I usually give the players a bit of time to hang out in the Tavern for precisely this purpose), then <a href="http://paizo.com/threads/rzs2qghy&page=2?Awesome-stories-from-your-PFS-characters#52" target="_blank" rel="nofollow">everyone will have a great time</a>. If you just stick to the script, and refuse to get out of the box, then it'll fall a little flat. </p>
<p>Final Score:</p>
<p>Player - I love the roleplaying, the story, and the combats. Easily a 5.</p>
<p>GM - I also love the roleplaying, the story, and the combats. Also a 5.</p>
<p>Overall:
<br />
If "The Disappeared" is an episode of Mission Impossible, then "Severing Ties" is an episode of Archer.</p>
<p>5</p>Disk Elemental2014-03-19T19:04:17ZPathfinder Society Scenario #4–22: Glories of the Past—Part I: Halls of Dwarven Lore (PFRPG) PDF: Don't look directly at it (1 star)Disk Elementalhttps://paizo.com/products/btpy8we2?Pathfinder-Society-Scenario-4-22-Glories-of-the-Past-Part-I-Halls-of-Dwarven-Lore2014-03-19T17:54:33Z<p><b>Pathfinder Society Scenario #4–22: Glories of the Past—Part I: Halls of Dwarven Lore (PFRPG) PDF</b></p><p>I've played this once at high tier, and I've GM'd it at high tier, so I'm going to try to address this from both a player and GM's perspective.</p>
<p>Since it'd be impossible to discuss the good and bad of the scenario without spoiling it, read the following at your own risk.</p>
<p>[Spoiler omitted]</p><p><b>Pathfinder Society Scenario #4–22: Glories of the Past—Part I: Halls of Dwarven Lore (PFRPG) PDF</b></p><p>I've played this once at high tier, and I've GM'd it at high tier, so I'm going to try to address this from both a player and GM's perspective.</p>
<p>Since it'd be impossible to discuss the good and bad of the scenario without spoiling it, read the following at your own risk.</p>
<p>[Spoiler omitted]</p>Disk Elemental2014-03-19T17:54:33ZPathfinder Society Scenario #5–07: Port Godless (PFRPG) PDF: Roleplaying, Investigating, and Dungeon Crawling? Yes, please. (5 stars)Disk Elementalhttps://paizo.com/products/btpy91te?Pathfinder-Society-Scenario-5-07-Port-Godless2014-03-02T19:50:06Z<p><b>Pathfinder Society Scenario #5–07: Port Godless (PFRPG) PDF</b></p><p>I've played this scenario once, and GM'd it once, both at 8-9. So I'll try to address this scenario as both a player and a GM.</p>
<p>Act 1 - A house, a marker, a racetrack, and the Law.</p>
<p>Player:
<br />
I had the opportunity to play this as an Inquisitor, and I really enjoyed the dilemma that the Laws of Man present. The ban on divine magic forces players to think before whipping out their wands of Cure Light, but doesn't cripple divine casters.</p>
<p>The role playing and investigative portions are meant to be fun, not challenging. I thought the two bakers were hilarious, and having one section take place at a race track allowed for some interesting background events.</p>
<p>GM:
<br />
I really liked the mechanics for how they identify/notify the guards of divine casting.I was also really happy that they made the Pure Legion actually act like law enforcers, rather than generic enemies (looking at you Heresy of Man). I was also thrilled that they don't instantly resort to violence, and allow players to make diplomacy/bluff checks, or intimidate at a penalty, which is something too few scenarios do.</p>
<p>My one big complaint about the scenario is, they don't mention what the guards do about divine wands/scrolls/potions, or what they do about Oracles and Druids. Divine casters that don't invoke a specific god when casting. </p>
<p>Act 2 - Are you sure Torch didn't give us this mission?</p>
<p>Player:
<br />
This encounter is, mechanically and thematically, really cool. I never thought I'd enjoy an encounter where I wasn't allowed to use weapons or armor, but this scenario continued to prove me wrong. My only gripe is, if your main diplomatic person is the wrong race, then you're in for some trouble.</p>
<p>GM:
<br />
As a GM, I adore this encounter, it even forced our combat monkeys to stop calculating DPR and role play. It also reinforces that the Pure Legion are, at heart, reasonable and intelligent people. Which is something too few scenarios do. As a GM, I have no complaints about act 2.</p>
<p>Act 3 - Spetsnaz got nothing on us!</p>
<p>Player:
<br />
A compound filled with bad guys. Four methods of entry. One goal. The final boss was terrifying, her minions were deadly, and the clock was ticking. I still rank clearing that compound among the coolest things I've ever done in Society.</p>
<p>GM:
<br />
Holy-Balls. This is a complex encounter. I say "encounter," because the entire things needs to take place in rounds due to the ticking clock.</p>
<p>The boss is terrifying, and her tactics only mention what she does before combat, and in the first round or two. Once the players find her, the GM is free to go nuts (other than the one spell she saves to escape). In the hands of some who doesn't play that class, she nearly TPK'd the party. In the hands of an experienced player, it'd be worse. </p>
<p>The fact that this fight is so open ended, means you have to know EVERYTHING about her, her abilities, the minions, and the minions' abilities in order to play the fight properly. All while keeping track of the ticking clock. </p>
<p>I'm a pretty experienced GM, and I was exhausted by the time the fight was over.</p>
<p>Overall - The Good, the Great, and the Awesome</p>
<p>Player:
<br />
Unique and interesting setting, that the scenario takes full advantage of, some fun role playing, and epically challenging combats. Easily a 5, definitely in my top 5 favorite scenarios. </p>
<p>GM:
<br />
Complex encounters, interesting NPCs, and lovingly crafted enemies. A solid 4.75, would be a perfect 5 if the amount of prep required wasn't so dang high. Would definitely run again.</p>
<p>Total - 5</p><p><b>Pathfinder Society Scenario #5–07: Port Godless (PFRPG) PDF</b></p><p>I've played this scenario once, and GM'd it once, both at 8-9. So I'll try to address this scenario as both a player and a GM.</p>
<p>Act 1 - A house, a marker, a racetrack, and the Law.</p>
<p>Player:
<br />
I had the opportunity to play this as an Inquisitor, and I really enjoyed the dilemma that the Laws of Man present. The ban on divine magic forces players to think before whipping out their wands of Cure Light, but doesn't cripple divine casters.</p>
<p>The role playing and investigative portions are meant to be fun, not challenging. I thought the two bakers were hilarious, and having one section take place at a race track allowed for some interesting background events.</p>
<p>GM:
<br />
I really liked the mechanics for how they identify/notify the guards of divine casting.I was also really happy that they made the Pure Legion actually act like law enforcers, rather than generic enemies (looking at you Heresy of Man). I was also thrilled that they don't instantly resort to violence, and allow players to make diplomacy/bluff checks, or intimidate at a penalty, which is something too few scenarios do.</p>
<p>My one big complaint about the scenario is, they don't mention what the guards do about divine wands/scrolls/potions, or what they do about Oracles and Druids. Divine casters that don't invoke a specific god when casting. </p>
<p>Act 2 - Are you sure Torch didn't give us this mission?</p>
<p>Player:
<br />
This encounter is, mechanically and thematically, really cool. I never thought I'd enjoy an encounter where I wasn't allowed to use weapons or armor, but this scenario continued to prove me wrong. My only gripe is, if your main diplomatic person is the wrong race, then you're in for some trouble.</p>
<p>GM:
<br />
As a GM, I adore this encounter, it even forced our combat monkeys to stop calculating DPR and role play. It also reinforces that the Pure Legion are, at heart, reasonable and intelligent people. Which is something too few scenarios do. As a GM, I have no complaints about act 2.</p>
<p>Act 3 - Spetsnaz got nothing on us!</p>
<p>Player:
<br />
A compound filled with bad guys. Four methods of entry. One goal. The final boss was terrifying, her minions were deadly, and the clock was ticking. I still rank clearing that compound among the coolest things I've ever done in Society.</p>
<p>GM:
<br />
Holy-Balls. This is a complex encounter. I say "encounter," because the entire things needs to take place in rounds due to the ticking clock.</p>
<p>The boss is terrifying, and her tactics only mention what she does before combat, and in the first round or two. Once the players find her, the GM is free to go nuts (other than the one spell she saves to escape). In the hands of some who doesn't play that class, she nearly TPK'd the party. In the hands of an experienced player, it'd be worse. </p>
<p>The fact that this fight is so open ended, means you have to know EVERYTHING about her, her abilities, the minions, and the minions' abilities in order to play the fight properly. All while keeping track of the ticking clock. </p>
<p>I'm a pretty experienced GM, and I was exhausted by the time the fight was over.</p>
<p>Overall - The Good, the Great, and the Awesome</p>
<p>Player:
<br />
Unique and interesting setting, that the scenario takes full advantage of, some fun role playing, and epically challenging combats. Easily a 5, definitely in my top 5 favorite scenarios. </p>
<p>GM:
<br />
Complex encounters, interesting NPCs, and lovingly crafted enemies. A solid 4.75, would be a perfect 5 if the amount of prep required wasn't so dang high. Would definitely run again.</p>
<p>Total - 5</p>Disk Elemental2014-03-02T19:50:06ZPathfinder Society Scenario #5–10: Where Mammoths Dare Not Tread (PFRPG) PDF: It could have been a Season 0... (3 stars)Disk Elementalhttps://paizo.com/products/btpy933o?Pathfinder-Society-Scenario-5-10-Where-Mammoths-Dare-Not-Tread2014-03-01T06:39:21Z<p><b>Pathfinder Society Scenario #5–10: Where Mammoths Dare Not Tread (PFRPG) PDF</b></p><p>Season 5 has really raised the standard for PFS scenarios. With fantastic scenarios like Wardstone Patrol, Port Godless, and the Confirmation, PFS is better than ever. So it makes me sad to see the writers take, what I feel is, a step backwards in terms of quality.</p>
<p>1. The first encounter. I liked it, I thought it was a good introduction to the world, and to the savage nature of the land. However, I think it was a little annoying for both enemies to drop what they were doing and attack the party. I mean I understand the logic, but it felt a little... off.</p>
<p>2. Why aren't we told which gifts go to what NPC? I know other reviews have mentioned this, but I feel like it's important enough to repeat. The scenario makes a big deal about the specific items we get, and the the different chieftains, but nothing comes of it. The ENTIRE point of the module is to establish diplomatic relations, but we're not given any way of figuring out how to do that.</p>
<p>3. The "mystery." When you're told to pick a staging area, there's really only one logical choice. I mean, the module flat-out tells you not to pick the other two sites, but then they try to shoehorn in a "mystery" surrounding the other site, with only the vague promise that it'll get resolved.</p>
<p>4. How do the Barbarians keep sneaking up on the party in the middle of the Tundra? A DC 29 perception check is insane for a flat, barren area.</p>
<p>However, even after all these problems why did I rate this module 3 stars? Well, because it's fun. Despite being a little odd, the combats (particularly the first and optional encounters) are unique and memorable, and the enemies are rare enough that most players are gonna be completely caught-off guard by what they're facing. It's mildly entertaining while it lasts, but you'll never think about it again afterwards. Just like a Season 0.</p><p><b>Pathfinder Society Scenario #5–10: Where Mammoths Dare Not Tread (PFRPG) PDF</b></p><p>Season 5 has really raised the standard for PFS scenarios. With fantastic scenarios like Wardstone Patrol, Port Godless, and the Confirmation, PFS is better than ever. So it makes me sad to see the writers take, what I feel is, a step backwards in terms of quality.</p>
<p>1. The first encounter. I liked it, I thought it was a good introduction to the world, and to the savage nature of the land. However, I think it was a little annoying for both enemies to drop what they were doing and attack the party. I mean I understand the logic, but it felt a little... off.</p>
<p>2. Why aren't we told which gifts go to what NPC? I know other reviews have mentioned this, but I feel like it's important enough to repeat. The scenario makes a big deal about the specific items we get, and the the different chieftains, but nothing comes of it. The ENTIRE point of the module is to establish diplomatic relations, but we're not given any way of figuring out how to do that.</p>
<p>3. The "mystery." When you're told to pick a staging area, there's really only one logical choice. I mean, the module flat-out tells you not to pick the other two sites, but then they try to shoehorn in a "mystery" surrounding the other site, with only the vague promise that it'll get resolved.</p>
<p>4. How do the Barbarians keep sneaking up on the party in the middle of the Tundra? A DC 29 perception check is insane for a flat, barren area.</p>
<p>However, even after all these problems why did I rate this module 3 stars? Well, because it's fun. Despite being a little odd, the combats (particularly the first and optional encounters) are unique and memorable, and the enemies are rare enough that most players are gonna be completely caught-off guard by what they're facing. It's mildly entertaining while it lasts, but you'll never think about it again afterwards. Just like a Season 0.</p>Disk Elemental2014-03-01T06:39:21Z