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Gold Dragon

Jason S's page

RPG Superstar 6 Season Star Voter. FullStarFullStar Pathfinder Society GM. 2,620 posts (2,646 including aliases). 116 reviews. 2 lists. No wishlists. 16 Pathfinder Society characters.

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Boons of Time

***( )( )

Refuge is a short combat based scenario with the most powerful boon PFS has ever offered.

The start of Refuge placed us against a unique foe and we weren't sure if we were going to TPK. It was also the best part of the scenario. Having said that, the guardian wasn’t protected enough.

”First Encounter Results”:
It died before it was able to act. We were able to buff, plan, and cherry pick how we approached it (archers can basically kill it from a distance). It should have been concealed inside, and we shouldn’t have had the opportunity to buff and plan, especially if the premise was to disarm everyone at the start of the scenario.

It’s kind of a dumb premise when you think about it. If you’re tough enough to kill the 1st encounter, the rest of the scenario will be a joke. And if you’re not tough enough, then the rest of the scenario will be insanely hard. It’s impossible to design the rest of the scenario appropriately like this.

The other encounters were fairly standard. The environment didn't have anything to offer in terms of story or interest. The last encounter was poorly designed, especially the tactics.

”Last Encounter”:
The caster had poor tactics and a weak spell list. I grappled him (with my character that doesn’t even have Improved Grappling) and it was over. Even if I didn’t, he was still useless. That caster should have been conjuring monsters the entire time and sending a menagerie at us.

”Detailed Rating”:

Length: Super short, especially for a 7-11 (3 hours).
Experience: Player with 5 powerful PCs at subtier 7-8.
Sweet Spot: TBD.
Entertainment: First encounter was very entertaining. Standard faire besides that. (6/10)
Story: Some story about Lissala, but not much. (4/10)
Roleplay: Almost no roleplay (except for the 1st encounter). (3/10)
Combat/Challenges: I was told this was hard but for us it was easy. (6/10)
Maps: Standard. (4/10)
Boons: Mixed feelings, but in terms of power it doesn’t get much better. (10/10)
Uniqueness: Standard McGuffin scenario. 1st encounter was unique but could be improved. (3/10)
GM Preparation: TBD.
Secondary Condition: Was fair. (8/10)

Overall: The only thing notable about this scenario was the boon. (5/10)

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Puzzles Aren't for Everyone


Ransom is a puzzle based scenario that also has some challenging combats and a fun negotiation. It reminded me a bit of an Indian Jones movie.

Ransom is really hard to rate because the riddles in this scenario are extremely well designed, fairly easy, can be interpreted more than one way. Having said that, 4 out of 6 players in this scenario were entirely disengaged, not listening, and didn’t even *try* to solve the puzzles for at least 1 hour of the scenario. Can you truly call this a 5-star scenario in this case?

GMs... you need handouts for this scenario... otherwise players will be asking you again and again to read the riddles. Also for some of us it’s a lot easier to read the riddle itself rather than hear it orally. (I also missed entire clues when I took a bathroom break, which was a problem since I solved all the puzzles and was missing a major clue for one of them).

Prior reviews lead me to believe that this scenario was deadly, but it’s not. Back in season 2 this was deadly, in season 7, slightly harder than average (for us it was easy).

”Detailed Rating”:

Length: Long, we barely finished on time and we skipped the 1st encounter.
Experience: Player with 6 powerful PCs at subtier 8-9.
Sweet Spot: TBD.
Entertainment: Fun puzzles, good combats, a little roleplay. (9/10)
Story: Great, the story was mixed with the riddles. (8/10)
Roleplay: Not much, but quality. (8/10)
Combat/Challenges: The puzzles were great. The combats were good. (9/10)
Maps: Not sure, GM didn't draw almost anything. (?/10)
Boons: None. (1/10)
Uniqueness: There are similar scenarios, but Ransom is the best puzzle scenario. (9/10)
GM Preparation: TBD.
Secondary Condition: We failed it, but it was a fair secondary condition. (8/10)

Overall: If puzzles are your thing, this is one of the best PFS puzzle scenarios. If you don’t like puzzles, avoid this scenario. (9/10)

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Hardcore Mode On!


Entanglement is a combat based scenario with several extremely challenging and interesting combats.

After an entire convention of not being challenged in combat at all (over in 1-2 rounds), this scenario took us to our limits (and almost beyond, we were completely out of resources/spells/etc). The combats were extremely tough (but fair) and this scenario would be good for most convention characters that I've seen. This scenario however is not for casual characters/players.

The encounters themselves were masterfully crafted environments, opponents, tactics, and used monsters that are rarely or ever seen. Costello is a master of designing encounters. Nice work. In the hands of a great GM, the encounters really come to life. All of our encounters went 5-10 rounds.

There were also a few short roleplay moments and a hilarious NPC. The ending had an interesting moral decision that can change the difficulty of the last encounter.

I really enjoyed this scenario and it was the perfect way to end the convention.

”Detailed Rating”:

Length: Long. We had a strong group, I think we skipped the optional, the GM was fast, and it went 4.5 hours. Was worth it!
Experience: Player with 5 great PCs at subtier 10-11.
Sweet Spot: TBD.
Entertainment: If you like tactical and unique combat encounters, great. (10/10)
Story: For a scenario like this, good. I never want to enter the Tanglebriar again, lol. (8/10)
Roleplay: The NPC at the end was memorable, but this scenario wasn’t about roleplay. (6/10)
Combat/Challenges: Challenging but fair. Not for casual players. (10/10)
Maps: End map was unique and created a great environment that the opponents could use. (9/10)
Boons: Boon that helps with the army scenario in season 5. Considering the difficulty of this scenario, this is a fail. (1/10)
Uniqueness: Tanglebriar felt alive and I got a very strong sense of the location. (9/10)
Secondary Condition: Perfect, made the moral decision difficult while not punishing depleted groups. (10/10)

Overall: Players looking for a challenge that isn’t over-the-top should try this scenario. Difficult scenarios like this definitely have a place in Pathfinder Society, but they should be labelled as hard mode so casual players can avoid them. (10/10)

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Rise is an awesome mix of roleplay, investigation, and combat using some excellent evil pregen characters that have very interesting back stories, motivations, and side missions.

If you've ever wanted revenge on Pathfinder society NPCs, this is the scenario to do it.

Players should arrive early to read the fluff and mechanics of their pregen.


Length: Medium (4 hours). We finished in 4 hours with a late start. I wish we had more time.
Experience: Player with 5 PCs.
Entertainment: Lots of room for creative solutions. (9/10)
Story: Great story being Aspis. (10/10)
Roleplay: Some roleplay. (8/10)
Combat/Challenges: Tough but fair. Nice way of compensating for PC death. (9/10)
Maps: Hard to say since everything was drawn during the session. (7/10)
Factions: Great side missions. (9/10)
Boons: Nice boons, plus this scenario makes it possible to gain boons on other chronicles. (10/10)
Uniqueness: Certainly was fun switching roles. (10/10)

Overall: A "must play" scenario for season 7 in terms of both fun and boons. A scenario worthy of exclusive status. Locally I've heard that this scenario hasn't been run many times and that's really a shame.

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Wilhelm Does It Again


Karma is a challenging combat based scenario with a horror theme.

I thought the encounters were extremely well designed and unique. The setting was evocative and dripping with a nasty horror theme.

The only downside is that we took 5.5 hours and we didn't finish the last encounter. Having said that I think that was partially because one encounter lasted an hour (GM cheated) and the party was weak.

The ally in the last encounter needed to have flexible powers because as written, she didn't help at all. But the thought and imagery were certainly cool.

Karma can get deadly, especially if you don't play part 1. Then again part 1 is deadly. /shrug

Detailed Rating:

Length: Long (5.5 hours). I think we skipped the optional encounter.
Experience: Player at Subtier 6-7 with 2 powerful characters and 4 average characters with low levels.
Sweet Spot: TBD.
Entertainment: I loved the design, the setting, and the tactical combat encounters. (9/10)
Story: Finally we knew what was going on, but unfortunately it wasn't discovered, we were just told at the start of the scenario. (7/10)
Roleplay: None or little. Didn't matter however, the setting was enough. (1/10)
Combat/Challenges: Unique encounters. Will depend on GM since they have latitude. (10/10)
Maps: Custom maps worth printing in color! (10/10)
Boons: Great. (10/10)
Uniqueness: You don't see many scenarios where combat tactics actually matter. (8/10)

Overall: It was nice to have a scenario that featured encounters where tactics actually mattered... a lot. The scenario gave the GM room to be creative with tactics as well. It lead to a very fun combat experience.

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