RPG Superstar 2013 Star Voter. Pathfinder Society GM. 1,802 posts (1,827 including aliases). 75 reviews. 2 lists. No wishlists. 10 Pathfinder Society characters.
This scenario is a romp through Sedeq, where the PCs apparently get to beat up whoever they like... with absolutely no consequences! This scenario is good for players who want to create mayhem, because apparently you can get away with anything in the streets of Sedeq (probably thanks to the PFS legal team and GM Torch).
There are a lot of problems with this scenario:
1) Lack of maps: Maps (even flip maps) are provided for only 2 out of 4 combat encounters.
2) Lack of Challenge: This scenario isn't challenging, even compared to other season 0 scenarios.
3) Lack of Gold: You'll receive a lot less gold than normal at subtiers 3-4 and 6-7, and even less if you're not a thug.
4) Thugs: There's only one way to solve each encounter (guess how?) and no guidelines for alternate solutions.
5) The plot doesn't make sense.:
The biggest thing that didn't make sense in this scenario was the overall premise. Grandmaster Torch sold defective artifacts to customers, so in order to not look bad, he then gets the PCs to rob and kill these customers. I would think that having his customers robbed specifically for the artifact he just sold them would ruin his reputation even more than admitting his mistake and refunding his customers. Especially given that GMT has ties to the PFS, was last seen with the PCs, and the PCs will stand out in Sedeq (and will probably not be wearing disguises). Terrible.
One of the encounters is in a high security market (including an anti-magic field, weapons search, and only one way in and out!), and yet the PCs will be allowed to basically beat up and rob one of the stall owners with no consequences. The PCs shouldn't be allowed to rob a business in the secure market let alone leave it freely afterwards. Isn't that the point of the secure market??? Diplomatic or other social solutions weren't even suggested in the scenario, it's assumed to be a combat encounter.
The only reason to play/read this scenario is because Grandmaster Torch is in it. Having said that, it's a forgettable appearance and will make your players dislike him more. I suppose the other reason for playing this scenario is to emphasize that Pathfinders aren't "good guys" necessarily.
Ratings:
Length: If the GM is prepared (with handouts, maps, etc), you can run this in 2 hours.
Sweet Spot: Subtier 1-2 with brand new level 1 PCs.
Experience: GM at subtier 1-2 with 4 players.
Entertainment: Surprisingly fun, which is probably why it hasn't been retired. (8/10)
Roleplay: OK. Will be better if GM adds fluff about Sedeq. (4/10)
Combat/Challenges: Too easy and alternate solutions aren't considered. One PC can finish the scenario. (1/10)
Maps: The last two encounters don't even have maps. (1/10)
Boons: There's a cool (fluff only) boon in this chronicle, but it's never used in future scenarios that I know of. (6/10)
Uniqueness: There's very little that's unique about the encounters in this scenario (with one exception), but I suppose the overall plot of mugging citizens in the streets of Sedeq (and getting away with it) is unique. (7/10)
Faction Missions: The faction missions are actually pretty good, especially Taldor's. (9/10)
Overall: It had the potential for more with better development. I want to give this scenario 1 star, but the truth is it's actually fun to play despite its faults. (4/10)
Unlike the Magus Spell Deck (which is a 5 star product), the Alchemist Spell Deck is missing all of the spells/extracts from both Ultimate Magic and Ultimate Combat.
For example, even for my simple (of 1st level PC) needs, I found that the following spells were missing: Anticipate Peril, Illusion of Calm, Longshot, and Targeted Bomb Admixture.
This could have been a great product but unfortunately it’s useless to me in the current condition.
I’d like this company to fix their product and allow us to download the fixed version. Then I’ll change my rating accordingly.
The Magus Spell Deck is a must have supplement, especially for new or casual players.
This is how you use this product:
1) Pick the spells of a certain level you want.
2) Find the spells in the PDF and record the page number, in the order you desire. Example, "43, 96, 161, 189, 192, 204" which is “Color spray, Frostbite, Shocking Grasp, Unerring Weapon, Vanish, Warding Weapon” in that order.
3) Printing: When you print, in the Print dialog, find “pages to print”. Copy and paste the list of pages you created in step #2. Find a printer where you can print multiple pages per sheet of paper, and select printing 9 pages per sheet of paper (3 by 3). You should have 9 spells per page.
The Magus Spell Deck is complete (as far as I can tell) and contains all Magus spells from Ultimate Magic and (the majority of) Magus spells from Ultimate Combat.
The only thing I’d change about this product is perhaps making the borders smaller, decreasing the margins and using as much space as possible for text. When this is done, increase the size of the text (for at least some of the shorter spells).
This is a great product and its been extremely helpful to me, especially when I’m trying to help new or casual players with spells. I've also used it when GMing and I need a reminder on 1-2 NPC spells. It's also been useful for conventions, because I can just print the spells I need (or have trouble remembering).
This is a great and "realistic" watch station from a fantasy perspective. Side #1 is a small fort and side #2 is a small prison/dungeon. This flip map is versatile and can be used for locations other than a watch station.
I believe Paizo is now using a new laminating material for the flip-maps. The new lamination is less rigid, so it should be easier to use on a gaming table. There were some concerns about the durability, but this map seems durable to me. This is a good change.
I found this scenario very average and unmemorable. It's an investigation scenario that wasn't sandboxy at all.
Creative solutions in this scenario were not rewarded. GMs need more direction if alternative solutions are going to be allowed, especially if they bypass encounters. My GM felt that since nothing was written, that the course of action we selected wouldn't help.
Unlike the previous reviewer, we didn't find any of the encounters challenging at all, even playing up. (I'm not trying to say that challenging is fun, I'm just saying it as a matter of fact).
Detailed Rating:
Length: Maybe 3 hours? I think we skipped the optional encounter. The time went by slowly.
Experience: Player with 6 well built PCs playing up (APL 5) to subtier 6-7.
Sweet Spot: TBD.
Entertainment: This scenario didn't engage me at all. (4/10)
Story: Predictable from the 1st minute. (5/10)
Roleplay: Very little and it was shortlived and uninteresting. (3/10)
Combat/Challenges: There was one interesting and unique challenge. There was one decent puzzle. (7/10)
Maps: Nothing special. (5/10)
Boons: Interesting remark that provides no benefit, but may provide story elements in the future. In my experience, these remarks are either ignored by GMs or forgotten by players, or both. (6/10)
Uniqueness: Only one encounter was unique, storyline was blah. (4/10)
Faction Missions: Honestly, can't remember. Nothing stood out. (6/10)
Overall: It was solid but unmemorable. This scenario probably deserves 3 stars, but I just wasn't entertained at all. (5/10)