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Stone Giant

Doug Miles's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 1,483 posts (2,221 including aliases). 53 reviews. 1 list. No wishlists. 19 Pathfinder Society characters. 1 alias.



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If you liked 'Rescue at Azlant Ridge', this is your scenario

****( )

I've run this three times now and I think I figured it out. It would be difficult to run cold, so make sure you have time to read it through and get the tempo right. The PCs are sent into a mysterious tower inside the Worldwound with effectively no clue what to expect. Each room they investigate reveals another piece of the puzzle, but the clock is ticking. The scenario is a great fit for Season 5, which means if you don't play it soon it will make about as much sense as the Shadow Lodge scenarios from Season 2 do now. One thing that I like is the opponents allow the GM a lot of leeway to push the PCs further than previous scenarios. The climax will not fail to satisfy; it should be a nailbiter. It felt a lot like #2-02 Rescue at Azlant Ridge without the Azlanti insurance policy. Way to go Nathan!


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I Expected Better

***( )( )

I’ve run this scenario 7 times and it’s making a slow recovery from the 1-Star first impression it made. The adventure takes place in Riddleport, a nearly lawless pirate town. The surroundings are very colorful but can be lost on players unless the GM does some research first. I recommend the GM read either the Second Darkness Chapter 1 Adventure Path section on Riddleport or the associated Player Companion as part of the prep work, your players will thank you. Also consider purchasing Pirates of the Inner Sea as the scenario features some equipment from that resource. The scenario spends a fair amount of time on the water, which favors high-mobility (and buoyant) PCs. If you have a social PC you can also have a good time. Non-lawful PCs also fair better in Riddleport. The scenario gets high marks for Campaign Flavor for using Riddleport as a backdrop, and for enabling creative approaches from players. The Faction missions are a let-down, more of the usual find-the-obvious-stuff-and-bring-it-back. My two gripes are with the background and the combat encounters. The background/plot is implausible and takes a toll on the player’s immersion into the situation. The combat encounters are recycled opponents & contrived roles. There was a lot of potential for exploiting the Bestiary 2 and Bestiary 3 here but instead I feel let down. I’m giving the scenario a grudging 3-Star review, only because so far all my players have enjoyed themselves and haven’t felt cheated. However, this is an Exclusive scenario and there’s nothing here that set it apart from any other scenario available for purchase. It took more effort than it should have to fix this scenario, and as an Exclusive release I really expected more.


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Manual of Dwarvern Lore

****( )

One of the high points of this scenario is it brings a section of Golarion history to life for the players who don’t obsessively study the campaign material. The Quest for the Sky, the construction of the Sky Citadels and the downfall of the dwarves are wonderful stories. This scenario makes me want to create a dwarf PC. The combat encounters are difficult to classify. They all contribute to moving the story along, but they don’t have to be won to accomplish this. GMs need to thoroughly prep this scenario; there’s a LOT of material to consider. I recommend perusing Dwarves of Golarion and having handouts prepared for the players. Larry pumped a lot of lore into this thing. I have run it 5 times and it can go very fast for a Tier 5-9. Beware the dreaded double-sized maps within, drawn at the 1 square = 10 feet scale. It's hard to draw that much using only black and gray. Otherwise I enjoyed this scenario, it's solid Wilhelm craftsmanship.


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Superb Follow-Up!

*****

Season 1 was very clever and had some tears-in-my-eyes hilarious moments. Season 2, dare I say, was even better! The ZOE writers understand game humor so well, playfully mocking its classic Gygaxian roots. The acting, costumes and special effects are even better than Season 1. This is a polished product, a surprising accomplishment on what had to be a shoestring budget. I really hope the ZOE group holds together for more seasons. There's so much talent that I fear they'll break up the dream team and independently seek their fortunes. This DVD is worth the money. I can't wait for Season 3!


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You will need at least 26 PP to play this scenario

****( )

10 for Body Recovery outside of a city, 16 for the Raise Dead.

I’ve GMed the scenario 4 times and I think I can give it a fair review now. The chief issue here is a difficult optional encounter. If it’s included in the scenario and the party isn’t well prepared then the result is likely a TPK nine times out of ten. If the optional encounter isn’t included the scenario is only mildly challenging. Player reviews are going to vary wildly as a result, so read them with that in mind.

To begin with, this is a good “Scooby-Doo” adventure. If I could read my players’ minds I’d probably hear exclamations of “Jinkies!” and “Zoinks!”. If you are looking for a creepy Halloween holiday location, an abandoned manor house with a history of diabolism fits the bill nicely.

The scenario is very flavorful and ties in tightly with the Pathfinder Society campaign. The location is visually interesting but sadly lacking in room-by-room details (damn you, word count limit!). The maps are great although I disagree with the scale. There is a single role-play opportunity but it is the central feature of the scenario and a lot of fun on both sides of the table. The faction missions are unremarkable. There are no railroad tracks; the encounters flow naturally until the big ‘reveal’ at the end. “I’d have gotten away with it all, if it wasn’t for you pesky kids!”

Lastly, “Day of the Demon” is a satisfying successor to the previous Exclusive “The Cyphermage Dilemma” which was a letdown. Thank you for farming it out to veteran contributor Larry Wilhelm. You did good, Larry.


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