Pathfinder Adventure Path Charter Subscriber. Pathfinder Society GM. 761 posts (1,497 including aliases). 43 reviews. 1 list. No wishlists. 11 Pathfinder Society characters. 1 alias.
This adventure gets high marks for difficulty and opponent design. Matt Goodall knew what he was doing when he built the Ebon Destroyers. He did the job too well, in fact, making the adventure into a tedious lesson of pain and frustration for the players. The arms race between the power-gamers and the adventure authors continues, sucking all the fun out of the game for the players who choose not to optimize. There were several encounters where I felt like a spectator rather than a player.
The setting was the best part about this scenario. The author did his homework on Jalmeray and brought the nation to life with his selection of NPCs and opponents. The adventure covers urban, wilderness and dungeon settings and offers every character class the chance to shine. The plot is simple and after some investigation it goes straight to the bloodletting.
This is not an adventure for the casual player. It is long, it is deadly, and it is unforgiving. Played straight through it should take 10-12 hours to complete. It is written for 8th level PCs but would challenge 9th & 10th level PCs as well. If you play it with 8th level PCs then make sure there are six of you. The adventure is designed to drain resources so make sure that each party member has the means to independently fly, climb and then get out fast if things go south.
What I enjoyed about this scenario is the uneasy feeling the players get when they realize they're walking into a city they might not be able to get out of. Simply getting into the city presents a great problem-solving challenge, and many hare-brained ideas have degenerated into great role-play moments. The downfall of the scenario is once again its insufficient page count, the fact that so much is left to the GM to improvise without any help in the text. If you GM this scenario you can do yourself a BIG favor by reading Cities of Golarion and the novel Winter Witch to get a firm grasp of the local flavor. After running it six times now I am comfortable with the setting and I am having a lot of fun. The plot timeline is messed up but no one seems to care. The combat encounters are OK, nothing epic but all of them are appropriate for the scenario. The maps are original and thankfully weren't shoe-horned into place. Faction missions were OK overall. The Taldan mission is great and leads to some superb mischief.
I've run this scenario 18 times now and I am still not tired of it. It has a simple plot and moves very fast without seeming like a railroad. The combat elements are a let-down but the strength of the scenario's role-play elements make up for the short fights. I enjoy running this scenario because the objectives allow for the players to be creative with their problem-solving. The scenario allows the GM a lot of flexibility to improvise and have a lot of fun. The faction missions are good for the most part, a step up from what has become the status quo. The campaign setting flavor takes some work on the GM's part in order to bring to the surface. Overall it's a very entertaining scenario and worth the effort to prep and run as much as possible.
Here's another offering from PFS workhorse author Larry Wilhelm. I’ve run this scenario three times with good results. I like the plot, which promotes role-play and problem-solving…for the first half. The second half peters off and relies on slightly challenging combat encounters to wrap things up. Really this is not the author’s fault. Opening the cookie jar of unrestricted equipment access for the players has turned many formerly challenging fights into comedies. The fights in the scenario are really there to enhance the plot and encourage the players to sometimes think before they swing. It is nice to see some rewards and consequences on the Chronicle sheet. It would be nice to see these story items become the norm rather than the exception. Progress is being made, albeit slowly. I think one of the best things about the scenario is it can be run with minimal prep work. The plot makes sense and unfolds so smoothly the players won’t notice the tracks leading them around. Some of the faction missions are also very interesting, but leave a lot on the GM to do them justice. The campaign flavor is full-bodied, with some of the story fleshing out the Grand Lodge in Absalom. I would like to see some more matrix-style investigation options in future scenarios. The scenario does score well for plot, flavor and a few of the faction missions. It loses points for low challenge and for the stat block snafu/anti-climax in C3. Only three stars may be harsh, but I have high expectations of Larry.
First I would like to caution other reviewers to be careful about spoilers when they post here. Yes, a lot can be inferred from the cover of the scenarios but the less spoiling the better.
Second, I want to express how nice it is to see scenarios tying into each other. It took two seasons to get here but I think it has been worth the wait. It is very important that you play Part 1 before you play Part 2.
Third, I’d like to stress that GMs must prepare thoroughly to run this scenario. There’s a lot going on and once the action heats up it doesn’t relent.
OK, enough lecture. This is an excellent scenario and the players are going to talk about it for a long time. There’s some role-play and a lot of fun combats. There’s a definite potential for eating up five hours of game time to give the scenario the treatment it deserves. There’s some nice campaign setting flavor, and a few of the faction missions require some thought. Overall the players are going to be on the edge of their seats because the action doesn't slow down. GMs should press the PCs hard and make them earn a victory at Azlant Ridge.
This scenario was my favorite from GenCon. It reminds me of the movie "Heat" where the players have to weigh every move they make against the heat they create which may catch up to them and cause everything to unravel. It is a sandbox scenario that provokes imagination and problem-solving skills from the players. Several encounters may be solved through means other than violence. It has good campaign setting flavor and ties in tight with Part 2, such that the PC’s actions in Part 1 actually have an impact in Part 2. This is a first in Pathfinder Society. There are also dire consequences for failure. My only regret is that the combats were not challenging. The plot is excellent and the mechanics are sound. The faction missions helped to enhance the story rather than distract from it. All the players from GenCon enjoyed themselves.
I really like this scenario but it is difficult to run well. Give away too much and the climax is a cakewalk. Give away too little and it’s a bloodbath. As much as I complain about cakewalk encounters, I don’t enjoy it when the players feel as if they’re trapped in a no-win situation. I’ve only killed one PC in the 4 times I’ve run it so far. I guess that’s not awful. Deadliness aside, Tim and Mark did a masterful job delivering an engaging scenario. There’s some fun role-play in the beginning, followed by a mystery, some creepy discoveries and then a lot of player apprehension. I love seeing classic/obscure monsters used in so appropriate a setting. The scenario contains great campaign setting flavor. Practice a Slavic accent for the NPCs, and if that fails just go with your best “Borat”. Some of the faction missions are alright, none of them really stand out though. That’s a missed opportunity. The maps are all excellent though. A fun, frightening adventure.
Mind you that I have only scratched the surface of this new Chronicle, but it has me fascinated every time I flip a page. James Sutter has really outdone himself. You know how it feels when you watch a fantasy or sci-fi film that teases you with a vivid and intriguing universe? Well City of Strangers feels like nothing is being withheld anymore, like you can take your time and peel the city like an onion on your own terms. There's a lot to absorb, more than a GM will ever be able to introduce his or her players to. Products like this is why Paizo is such a great company. I can't do City of Strangers justice with this review. You need to buy it and find out for yourself.
Many PFS scenarios make you feel as if you’re on a plotline railroad that only stops for scheduled encounters. Although the same could be argued for The Shadow Gambit, the players won’t notice it. Kaer Maga, the City of Strangers, is a very colorful and fascinating setting. To do this scenario justice, a prepared GM must have a copy of the Pathfinder Chronicles “City of Strangers” by James Sutter. Without it, Kaer Maga is like an unblossomed flower.
As for the scenario itself, the campaign setting flavor is excellent. Kaer Maga is nothing like any other city the Pathfinder Society scenarios have been set in. The combats are the largest let-down with this scenario, being way too easy on the players. Unless there’s a four-player table or playing up, most fights are pushovers. However, the real draw of this scenario is the plot and the exploration of the city. The players will enjoy themselves but there is a feeling like they’re sheltered or isolated from the real dangers of Kaer Maga. The Faction missions are OK and present some opportunity for humor. Sutter’s excellent companion to this scenario earns it an extra star.
First, this is a complex scenario to GM. I really don't believe it is a bad scenario, but it is an unforgiving scenario. I would not recommend this scenario as an introduction to PFS (but I would recommend Among the Living). I feel that if you understand Pathfinder Society and can remember playing Among the Living, you will really enjoy playing Among the Dead. On the other hand, if you DON'T know jack about Zyphus and his cult you may get the feeling that this scenario is out to kill your PC. I call it 'death by die roll and resource drain'. However, there is some great campaign world flavor throughout this scenario. One of the monsters featured is a blast from the past and will be tough for players to metagame. The faction missions were typical, nothing to get excited over. I will close with "When's the sequel Josh!?"
The scenario’s plot is full of holes from the GM’s side of the table, but so are the plots of many blockbuster movies. This scenario is designed to be a swashbuckling tale with a fast pace, to keep the players engaged and to a lesser extent, from poking holes in the story. I’ve only GMed this one once, but it was very easy to prep. Larry did a good job including enough information for the GM to quickly pick up on the flow while staying under Paizo’s unfortunate word count limit. I look forward to running it again. The fights are all very cinematic and appropriate. Although I think experienced players won’t find them challenging enough, the combat encounters serve their purpose.
Let’s talk about the maps. While the scenario itself was easy to prep, the maps are another story. First of all, I love big maps. I love drawing big maps. The scale and detail of the maps in this scenario were a challenge. I suspect that many GMs won’t bother to give Larry’s maps the space they deserve. It will be the players’ loss. I regret that the details weren’t as authentic as I like them, but we are playing a fantasy game. Campaign flavor was tangy, like Caribbean Jerk seasoning. Faction missions were better than average, with some potential for role-play and player creativity. I’m docking the scenario a star for the plot holes and easy fights, so this could have been a five-star review.
This scenario represents the conclusion of the first four-part story arc released for Pathfinder Society, but it doesn’t feel like anything is over.
On the positive side, the combat encounters were well done and offered the players plenty of challenges. I believe that this scenario will be remembered as a very tough one. Parties with role-confused PCs, skill-monkeys and the like will take a lot of lumps—and perhaps worse. I think that the setting, Swift Prison, is pretty interesting and is an improvement over that other Taldan prison up in Sardis Township. The maps were well rendered. For a change, there were more of them than the bare minimum—another improvement! Campaign flavor, apart from the prison, was average fare. Faction missions were just a handwave from the GM.
It is always easier for me to tear stuff apart than to build it up. This scenario has a lot of disappointments when viewed through the critical eyes of a GM. However, I think that the players are more forgiving. There are some desperate fights, some role-play with our favorite incarcerated Van Gogh, and a plot within a plot. Sadly, the players have gotten so used to being led around by the nose that they’ll never see it coming—and they likely won’t care.
I am taking away stars for a couple of reasons. I am bothered that players might take pains to play the same character through the entire series and there’s no advantage or reward for them at the end. In fact, there’s an absence of any kind of reward at Tier 1-2. Give the players something cool, a potion or scroll at a higher-than-minimum caster level, a unique mundane item—something besides indifference. There are three player hand-outs plugged into the same pages as scenario text. These handouts need to be organized on their own page at the end of the scenario just as the Faction missions are so the GMs don’t have to cut apart their copy.
This scenario is all about using your character’s skills to survive. If you have a party full of big, dumb fighters you should avoid this scenario. If you have intelligent players and skilled PCs you might be able to walk away from this plague-fest. Like most Pathfinder Society scenarios the backstory is mostly wasted since the players never bother to ask “why” as they mow down their opponents. And mow them down they will. The fights are not challenging for the most part, which is the largest disappointment with this scenario. The maps are average. While visually interesting the maps don’t offer much terrain challenge or environmental effects. Scenario missions were also typical, with a couple exceptions. Campaign setting flavor is better than average, especially for fans of Darkmoon Vale. What really made this scenario stand out are the consequences for success or failure. All I can say is “It’s about time!”
I think that the players will really feel like they earned the reward if they succeed. If they fail, this will be a brutal lesson where survival will be its own reward.
The PCs return again to Cassomir but this time they get a better lay of the land. This scenario goes into greater detail of the city of Cassomir and its various points of interest. The path the players travel through the scenario is straight as expected, but there’s a lot of clever scenery along the way. Larry Wilhelm does a praiseworthy job with the maps, giving the players a lot of interesting details to soak up. The combats are balanced but predictable for anyone who has played Parts 1 & 2. Everyone will have something to do in this scenario. One regret is how loosely this sequel ties in with the first two in The Devil We Know series. Another disappointment is the bare Chronicle sheet, with so much room for interesting favors and unique items going to waste. I will say that this scenario did have good campaign world flavor, especially if you are from the Taldor faction. The faction missions are unremarkable.
This scenario is really well done. The interesting backstory is actually helpful and discoverable by the players. The Society’s mission is fairly standard, but the location of the adventure is both exotic and plausible. The author did a fantastic job of blending the flavor of the scenario into the features and descriptions of the Citadel. The fights are mostly balanced and the villains use good tactics, although the finale feels like it's missing something. There is just enough role-play to satisfy the average player without the scenario feeling like a crawl. The faction missions were thoughtful and appropriate, especially the Chelaxian mission which was outstanding. Campaign setting flavor was above average and included some spice out of the Pathfinder Chronicles supplement “Princes of Darkness”. This is a good scenario to play if you have a Qadiran PC or are a worshiper of Sarenrae. Chelaxians will remember their mission from this one for a long time. Nice work Steven, a worthy follow-up to Tide of Morning.
Once again Osprey sends the Pathfinders to an exotic locale to test their limitations. Although traversing the Mwangi Expanse is not as grueling as scaling The Dragon, Hitchcock has a way of reminding the players they aren’t just taking a walk in the woods. The plot is relatively straightforward as has come to be expected, however there are some delightful twists. This scenario ranks high on campaign world flavor. I wasn’t impressed with the faction missions but I learned that two factions had some challenges that were more than just skill checks. The combats were a mix of ‘Wake me up when it’s over’ and ‘Has anyone seen my spleen?’. I think it’s intentional to lull players into a false sense of confidence before dropping the hammer on them. I haven’t felt as challenged since The Hydra’s Fang Incident, however we did play up… There are some fine role-playing situations and a lot of problem-solving for the tacticians in the game.
Beware that this scenario can take a long time to complete. With the optional encounter, we took six hours to finish. The final encounter was lengthy. You players will have to learn why when you play it... At 28 pages, this is the 2nd highest page-count scenario to-date. Part of the length is due to a full-page map included for 3 of the encounters. Beware when printing, you may want to adjust your settings or exclude the full color pages before having all your toner consumed.
This is Craig’s 3rd scenario contribution to Pathfinder Society. He set the bar for himself very high with PFS#4 Frozen Fingers of Midnight. This scenario was not quite as enjoyable but again has a lot of role-playing opportunities. If you have ever lamented that your ‘face’ character concept never has a chance to shine, this scenario will restore your faith in bards and charismatic rogues. The combats are a bit of a yawn at Sub-Tier 1-2 but become a lot more fun at Sub-Tier 4-5. The faction missions were better than average and contributed to the story. Campaign world flavor was average. I don’t think that Jalmeray is going to be remembered when players look back at this scenario.
Assault on the Kingdom of the Impossible can be a challenge to run as a GM. The author has enabled players to attack the encounters a variety of ways, which makes it tough for GMs who have trouble ad-libbing and improvising skill checks. I only wish I could do a better Indian accent.
Those of you who have complained about the lack of consequences in Pathfinder Society will be happy to see something before unseen on the Chronicle sheet. It isn’t much, but it is a promising change in the direction of the campaign.
Apologies to Christopher Self. This is the worst PFS scenario I’ve played. It makes almost no sense. The encounters are a pushover at the low tier and rapidly ramp up at the higher tiers. Opportunities for interesting environmental effects in the desert are missed. It encompasses too many combats to come near to finishing in four hours. Creatures with immunities like hardness, DR and fast healing cause almost every fight to drag on and eat up precious time. There’s no plot, there’s very little role-play and it amounts to the same thing in the end. I played this and then ran it once and I don’t look forward to doing it again. The maps were very hard to draw because there were scant guidelines given. Campaign world flavor was absent, this could have been set in any campaign. Faction missions were forgettable. The only positive thing I can say is that the author’s next submission has to be an improvement over The Asmodeus Mirage.
I disliked this scenario at first, but after running it a few times I am willing to write a review with a fair mind. To begin with, players hate being railroaded—and they are taken for a ride in this scenario. I always apologize to the players when this happens, and I explain that certain things need to happen in order to play out the rest of the encounter. Everyone wants to kill Grandmaster Torch, he’s just too ripe of a peach for the players not to pick. After they accept that he’s only there for display and can’t be had, the game can proceed. The rest of the scenario the players take out their aggressions on the unsuspecting population of Sedeq. It’s simply ridiculous that they can get away with so much murder, theft and mayhem and never get arrested and punished. I think that’s another negative mark on this scenario. Conventional wisdom says that the Pathfinders should be arrested and the scenario should be over after the second encounter. The absence of consequences leads to many chaotic characters having a blast being naughty, while lawful or good-aligned feel unable to accomplish anything without forsaking their principles. Most of the combats are disappointingly easy and too brief, but there’s one that takes players aback and separates the men from the boys (so to speak). I loved the faction missions simply because they were so atypical of Season 0 and created some controversy. There was good campaign world flavor as well, and the many role-playing opportunities really saved this scenario from being a burden to GM.
I did like this one, although I am not as enthusiastic as my peers. Let me say that the location was exotic and a welcome change from the typical dungeon delve. There are new rules introduced for dog sled operation that are complicated to apply despite the effort to simplify them. They also make the scenario memorable, especially for the number of times the party is thrown from/dragged by/or wrecks a dogsled. The opponents are appropriate and very challenging. I loved Act 2 and the map that goes with it was a delight to draw. The faction missions were mostly typical of Season 0 PFS, lots of flavor text instructions with a very simple resolution. Campaign world flavor is mild. What really makes this scenario stand out is the struggle of it all, appropriately like climbing a mountain. It keeps getting harder and harder. The cost of continuing keeps getting steeper. Fatigue leads to exhaustion, and the characters are literally winded by the time they reach the top of The Dragon. And they still have to get back down the mountain! This scenario is a challenge to complete in 4 hours since there are so many checks that need to be made. But the end result is a sense of accomplishment just to have survived the experience.
After running this scenario a few times I have decided to revise my review. I originally gave this scenario a mediocre review, but I now think I was being unfair. There is a lot of campaign setting flavor in this scenario, it just takes some work to bring it out. The maps designed for this scenario are wonderful, full of brilliant color and detail. The plot however, reduces the scenario to a dungeon crawl. The villain is a fearsome opponent but she is very complex to run and requires a lot of GM attention to get right. MacKenzie breathes life into a few of the faction missions, but some still suffer from the walk-into-the-room, pick-up-the-item, lack-of-any-thought-or-challenge we have grown accustomed to being let down by. There is some potential for role-playing, but an uninspiring GM may cause players to fall into the dungeon crawl mentality and hack right through the opportunities to make this a memorable adventure. MacKenzie does paint some vivid and painful scenes throughout this scenario, and I look forward to running it more in the future.
I ran this scenario 3 times at GenCon and once at home. On the whole the story felt like a rushed job, not worthy of Sean Reynolds. It has a cool concept that’s revealed in Act 2 and will introduce the players to a new skill in the Pathfinder RPG edition: fly. The combats were mostly pushovers but it depends how balanced the party is also. It was difficult on the GM to keep track of illumination and flight, plus run the combats. GMs should familiarize themselves with flight before running this scenario, and make their players look up the skill in the rulebook rather than spoon-feed it to them. The campaign world flavor was nearly absent. The faction missions were typically unchallenging. Like I said, I think this scenario may have been rushed through the development process since it really doesn’t offer a lot when compared with the GenCon premieres in 2008.
I love to draw out my maps on oversized graph paper with color markers. I've drawn scores of encounter maps for Pathfinder Society scenarios, the players really appreciate the detail I give each map. Currently I buy the graph paper in huge pads (27" x 34", 50 sheets a pad) from Staples or Office Depot that cost $25-$30 each. This "Gaming Paper" seemed more economical so I decided to give it a try. Right away I did not like it. It's brown not white, so some color doesn't transfer. It holds color better than I thought, but light shades are faded out by the brown background. I wasn't looking to change from what I currently use, but I was willing to give something new a try. This stuff does not fulfill my needs, although I can see it does have some utility for creating a lengthy battlefield. I guess the bottom line is you get what you pay for.
Played, then GMed once so far. I think this scenario has one of the best role-playing encounters I’ve seen in PFS so far. There is a lot going on in the first act, but it engaged everyone’s attention even though no combat had broken out. GMs *really* need to prep Act 1 well so it flows smooth. Otherwise the players will metagame the fun out of it. Take advantage of Russel Akred’s nifty prop available here. Great campaign world flavor. Faction missions were appropriate but a bit distracting as everyone wants to complete them right at the beginning. This author understands Pathfinder Society. Now for the bad stuff. The combats are way too easy. Nothing goes more than two rounds before it’s over. The DCs for everything were way too low for PCs levels 5-9. The scenario is looking for a 15 and my players were rolling in the 30s. I had more fun when we weren’t rolling dice. Anyway, despite the pushover fights the story was enjoyable and things actually made sense. I’m looking forward to running this again.
Often my impression of a scenario will change after I run it four or five times. I have only played this one, so I really can’t give it a fair assessment. I’ll say that it was hard. It was a grind, with a rollercoaster up-and-down sensation. I kept trying to talk my party into quitting and going home because some of the encounters were designed to be so deadly. Kids, if you play this make sure there’s a ranged attack PC in your group. ‘Nuff said. I’ll give this scenario points for campaign world flavor, which is shared with the players instead of lost in the back story. As for plot, there really isn’t one. Role-playing, BYO. The maps don’t make a lot of sense because you have to figure them out by their vague descriptions. The maps that were included were nicely rendered and helpful. I think a higher page count and more maps would have enhanced this scenario. All in all, I did not enjoy being pimp-slapped by this author. After I prep and run this a few times I’ll revisit this review and see if I still feel the same way.
Despite the horrific beat-down my party suffered at the hands of this scenario, when I look back on it I think it was appropriately challenging. The GM will need to do some careful preparation so the PCs have a fighting chance—or rather to have a clear conscience if PCs end up dead (as two of ours did). The plot is straightforward and like PFS#17 Perils of the Pirate Pact it has a lot of holes in it. Fortunately the players don’t care, and most have grown used to not having to dig very deep. Go get this item/person and bring it/them back. The GM is the only one who reads the background and has a sense of the big picture. The fights are a mix of “yawn”, “cool” and “you have to be kidding!” Players will appreciate the classic monsters in the first act. There’s some option for diplomacy vs. combat also. The author did try to integrate some role-play and puzzle solving but most players won’t expect it and it may pass over their heads. Campaign setting flavor is bland, you could place this scenario in almost any campaign world. Like I said, a lot of work is done setting up the backstory which the players never will uncover since it has no impact on the outcome. The map is alright but only integrates the areas where encounters occur and the rest of the castle is missing. Faction missions were a bit unusual this time around. It was nice to see the change but they did not provide a greater challenge.
I enjoyed playing this scenario. Reminds me of watching the Saturday afternoon creep show episodes as a child. It features some frightening opponents and will give your players a puckering sensation when they realize what they’ve gotten into. The plot is straightforward and could be prepped in very little time if a GM needs a side quest. I felt there were some holes in it but they can be overlooked due to the theme of the scenario: staying alive. The scenario has a macabre edge to it that lingers afterward. Players will start out believing “We got it trapped down here” when it’s actually the other way around. Campaign setting flavor is mild, this scenario could take place anywhere. Faction missions are typically simple but one can be failed by careless players. I also want to compliment the maps, which were simple but fun to draw out.
If you are a GM whose players have cake-walked through the last few Tier 6-7 scenarios, Lost at Bitter End will serve up your players 4 hours of humble pie. Even the most lame-dice GMs will find it a challenge to keep PCs alive in this PFS bloodletting. OK, OK, it’s not that bad but I’m just trying to warn you that this scenario should not be approached lightly. Don’t let anyone tell you that you can get along with bringing an under-strength, unbalanced or otherwise tactically unsound party into this scenario. This is a combat-intense scenario. Role-play, unless between players, is as common here as magic in the Mana Wastes. The faction missions are getting tougher, so be prepared to work for them for a change. Campaign setting flavor is mild, but what can you taste but salty grit and your own blood in this magic-dead no-man's land?
If you take anything away from this review, just remember that you can always run away and live to fight another day. Or can you?... [duhn-duhn-duuuhhh!]
This scenario was a great introduction to The River Kingdoms. I’m a fan of any adventure where players get to run around on a ship, although it only lasts a little while. The biggest let-down with Perils of the Pirate Pact is the fights are too easy. That often happens when PCs face off against human opponents who can be critted, blinded, sneak-attacked and generally slapped around. The plot was easily uncovered and it takes an unconscious player not to know the score right from the introduction. I did enjoy the way the fights were set up however. The author does a fine job of establishing the mood and scenery. The encounters are thoughtful and well-timed. The players may feel some apprehension but once the dice start to fly it’s all over. The fights are fun but there are no nail-biting, edge-of-the-seat moments. The maps were fun to draw though. Faction missions were typical—make a skill check, pick up an item/body part ;). As I said earlier, campaign setting flavor is better than average.
This is very different from Clinton Boomer’s previous offering, “The Third Riddle”. Where the Third Riddle was a series of brain-teasing puzzles “Hands of the Muted God” is a straightforward crawl. I didn’t enjoy it but I think it is tactically interesting. The author has inserted some classic monsters that players will delight in facing. The combat maps are colorful, detailed, and cramped--giving high-mobility PCs a chance to show their stuff. The combats are balanced but don’t really favor offensive spellcasters who are likely to get real frustrated by the end of the scenario. The back-story is rich in campaign setting history but it plays almost no role in the actual adventure. Role-play is virtually absent except for an interesting quandary facing the Andoran faction, who get the only faction mission worth delivering. If your table doesn’t include Andorans then you’re probably from Finland.
If the GM has taken the time to prepare this scenario, the players should really enjoy themselves with this one. Decline of Glory is a great role-playing opportunity for players who are looking for a break from the hack & slash rut that some other PFS scenarios have fallen into. While there is some combat to be enjoyed, the role-play at the table should occupy most of the gaming session. The fights aren’t as challenging as I would like them to be, but that’s one of my few gripes. OK, I’d like to have had more campaign world flavor, but this scenario has most everything else I was looking for. Much of the faction missions require some thought and aren’t simply a skill check. All PC classes have a chance to contribute and shine. The author has done a splendid job with this offering and I encourage any GMs who run it to put the time into prepping so it gets the attention it deserves.
There’s a fun premise here, the jailbreak scenario. It allows the role-players at the table to really shine. Problem-solvers also have a lot of potential to enjoy themselves, planning for both breaking into, then breaking out of a prison. But the scenario doesn’t deliver. It must have been assumed that players are too hapless or dull to figure out and implement their own plan. The scenario hands the GM a script with no supporting details to allow for anything but the linear progression of acts as written. Again, the limit on page count and maps made this a difficult scenario to run. Hey Paizo, I'd pay $8 a scenario if you could give me a few more pages and another map or two, seriously! On the positive side, the players love the prison atmosphere and their role-play overshadowed any feelings of disappointment. The faction missions were interesting although some were too easy and some were improbable. The fights were not challenging enough however. It seems like the editor doesn’t want to start an arms race by ‘optimizing’ the bad guys to the fullest extent of the EL. In summary, I think this scenario would have been better served by providing more information about the prison and offering several routes by which it could be accessed.
I’ve run this four times and I still don’t get a lot out of it as a GM. The players haven’t complained though so it’s not one I’ll avoid running. The scenario misses a great opportunity to flesh out the Absalom wizard’s college known as the Arcanamirium. Instead the PCs are hustled into the sewers with a very thin story from an NPC most players would rather beat to a pulp than assist. The maps are another disappointment. Paizo might believe they are helping out by using their Gamemastery line of map packs instead of creating original maps for the sewers. It’s a matter of opinion in my case, but the Sewers map pack is shoehorned into the scenario. The combats are balanced however, although the high tier faces a very tough fight. The faction missions are a letdown, more of the ‘find this item/item found on/near bad guy’. The item access on the Chronicle sheet is a step in the right direction, but I think allowing only a single purchase of an undercharged you’ll-find-out is being too miserly.
I really enjoy running this one. There’s a little suspension of belief in the beginning, but most players never question how a grit junkie could pull off such a heist. The gameplay is linear a-la The Hydra’s Fang Incident although no one’s complained yet. GMs need to prep for Misery Row, including an improvised map of the encounter because the players inevitably make trouble there. Also practice a Vudrani accent for that encounter, it makes it even more fun. The faction missions are varied, but two are very challenging and entertaining to see accomplished. The combats are exciting and move fast (the stat blocks in the final act need to be fixed though) and can be VERY frightening for ‘impulsive’ parties. Pretty much any scenario where you get to fight on a ship and curse like a sailor can’t go wrong in my book. I put this scenario in my top three--so far… Nice job Lou.
I am going to agree with Deussu on this one. It’s a stinker, and it’s a real shame because the author tried very hard to be creative and original. To begin with the timeline is messed up. The veteran Pathfinder Colm Safan comes off as a complete fool. The warm-up encounter should be the final act instead of the first. The ‘puzzles’ are overcomplicated for the purpose they are supposed to serve. Basically they were written to be atypical and mysterious rather than to make sense. They're just too conveniently set up to be puzzles, it’s like there’s a studio audience being entertained behind the scenes. I debated whether or not to review this scenario because I was always so negative about it. I’ve run it three times and so far it’s still my least favorite to run for the players. Sorry Clinton!
I didn't like this one the first few times I have run it, but after my sixth time it has developed some charm. This is an interesting scenario for role-players, but it soon degenerates into a delve. It works best if the GM does genuine prep work. Practice a French or Italian accent for the Venture Captain’s briefing. Maps of the Tri-Towers Yard encounters are absent and must be improvised. Ponder the role of two main NPCs, Lady Dacilane and Deris Marlinchen, and how they might regard your players. Understand that players will say and do unexpected things around these NPCs. Be ready. Try to spin up the creep show aspect and don’t forget to track party light sources and range of vision to unnerve the players when they can’t see what’s moving around ahead in the shadows. You get the idea. The fights may suddenly turn deadly if the players roll poorly. Even what I call the “warm-up fight” in the beginning can cause a few player deaths. I did like the necropolis map and the environmental challenge in the final act.
This scenario rates fairly average. The plot is simple but there's an unexpected twist at the end. The combats are only challenging if the table is understrength or short on players. I did like the environment and terrain challenges although it works better at the low tier. The faction missions vary from the 'gimme' missions like 'find this item/item in plain sight' to some minor role-play. I'd say the largest disappointment in this scenario is the lack of campaign setting flavor. The author's previous work for PFS was excellent on this topic, but this one fell short.
This scenario illustrates what actually happens to meddling teenagers on the world of Golarion. An alternate title could be “Curiosity Kills More Than Cats”. This scenario would have been better served by a higher page count limit and more maps. GMs need to be well-prepared to run this scenario and have players make rolls in advance to prevent the inevitable meta-gaming. It also gives away the plot too quickly for my liking, especially when players are already expecting it walking in the door. The mystery unravels precipitously, but it’s only to make room for some good ole fashioned hack-n-slash. This is not a nice adventure for 1st level PCs. Stick with Silent Tide or Frozen Fingers if you have a table of shiny new Pathfinders. The encounters strike fast and are highly lethal. Also some faction orders place PCs in conflict, so GMs should consider the maturity of the players & adjust the orders appropriately. Besides my griping, my players had a good time and will never forget Dralkard Manor.
Please keep in mind that I'm a critic, not a cheerleader and three stars should not deter anyone from playing this scenario. Everyone enjoyed themselves, but as a GM I would like more pages and maps.
This is a very fast playing scenario with an otherworldly atmosphere. I had mistakenly believed that it would be set in the Mwangi Expanse based on the title. Rather it brings the Mwangi Expanse to the Pathfinders. Beyond the atmosphere that is established in the introduction the scenario holds little flavor of Golarion, the world Pathfinder is set in. Instead it gives the players a dungeon delve experience with some curious scenery. The plot is straightforward and role-play takes a back seat to set piece encounters. This may sound like a poor review, but I recognize that sometimes a scenario is needed where you set aside the role-playing and just kick the crap out of stuff. This is the scenario.
EDIT-I'm revising my review to four stars. I've run this scenario two more times since I first wrote the review. The players loved it, mostly because this time everyone rolled bad saves and delighted in their misbehavior. You will understand when you play it...
One of the several things I enjoyed about this scenario was the directness of the blurb. It tells you what to expect so there’s no feeling of injustice when the battle royal breaks out. The setting for the scenario is really what makes it memorable. Some players may be discouraged from playing certain PCs because of their lack of culture or interest in the ‘fine arts’, but the author has made allowances such that all PCs will have their chance to shine in the course of the scenario. Play the character you want to play (but pay attention to the blurb too!).
Also, I enjoyed the glimpse into Taldan society. It helps the players who don’t devour the sourcebooks to understand what Taldor is all about and why it has fallen into decadence and complacency. Anyone who plays this scenario will forevermore carry an image of the Taldan faction in their minds.
The scenario can run very quickly also. As with Mists of Mwangi, a prepared DM may run it inside of two hours. I like to pre-draw my maps in color on giant graph paper, and the opera house is wonderfully detailed and if you take the time to give it the attention it deserves your players will sing you praises :).
Like most of the Pathfinder reviewers so far I played this at GenCon. The reason I'm only giving it three stars is I didn't get to play the entire adventure because it ran too long for a four hour slot. This is an adventure for a home game or the last slot of the convention when time is not a constraint. I'd guess six hours would do it justice. I did enjoy the parts that I played, though. The author did a good job of creating opportunities for all party roles to have their moment to shine. The desert setting was very flavorful, I felt like I was in North Africa trudging across the desert under the blistering heat of the midday sun. My Pathfinder PC is an Osirion cleric of Pharasma with Profession/Mortician--this scenario put her in her element indeed. Nice work, but 4 hours didn't do it justice.
As the title pronounced if you want action and not words, this is your gig. I was an avid player of the RPGA's Living Greyhawk campaign and switched to Pathfinder because of my disappointment re: LFR & 4E. I'm very comfortable with the Pathfinder setting and have found the PS adventures are well edited compared to some LG Core adventures. The Hydra's Fang Incident was a smooth ride with no unsettling plot holes. All the PC roles were involved, and everyone at the table had their moment to shine. The action never slowed down, and by the last fight my table was running on fumes and on the edge of our seats. Nice work Mr. Hitchcock!
I likewise played this at GenCon. All four Pathfinder Society adventures were enjoyable, but I have to say that this one stood out. If you want a good taste of Pathfinder flavor, this is your adventure. The author did a fine job of combining an intriguing story, balanced combats, and controversy making for excellent role-play opportunities. Really, my hat is off to the entire Paizo staff for the thought and effort they have put into this endeavor. Great fun!
EDIT: I've run this scenario 8-9 times now and it's still one of my favorites. A great part of this is it has pleasing campaign world flavor loosely based on real European history & culture. It smacks of authenticity and an author that has done his homework. The players have several opportunities to resolve encounters without combat, which is a nice touch. I'm bumping this one to five stars based on how I feel after running 100+ tables of Pathfinder Society scenarios.