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KestlerGunner's page

RPG Superstar 2013 Dedicated Voter, 2015 Star Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,360 posts (1,512 including aliases). 50 reviews. No lists. 1 wishlist. 11 Pathfinder Society characters. 2 aliases.



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Amazing

*****

+1 star great setting.
+1 star intriguing mysteries.
+1 star handling of tech items.
+1 star dungeon design.
+1 crazy bestiary.

No stars removed for any slip-ups basically means this chapter is outperforming on all fronts. What a great genre fusion adventure!


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Destiny of the Sands, part 4

****( )

Perspective: GM'ed once.

This scenario is a solid effort that puts a great deal of agency in the hands of the players and ups the ‘epic’ gauge considerably. Matt Duval has put in another consistent performance following his excellent work in Destiny of the Sands part 2. It is great to see that Duval’s signature style of dungeoneering adapts to high tier as easily as it succeeded at low tier.

Yet again, we have a rich dungeon environment that:
-Allows alert silver-tongued PCs to talk their way past the baddies.
-Allows a real choice in the PCs hands.
-Utilises flavourful baddies (with synergy!) that make sense for the locale while also packing a serious punch.
-Allows multiple play styles to beat the catastrophe.
-Allows Pathfinders to be Pathfinders and not brainless ravaging monsters.
-Allows the optional discovery of delicious mouthfuls of metaplot to keep players coming back for more.

The only reason why I have not given this scenario the full five stars is that I felt the formatting of the final challenge made it quite difficult for a GM to be aware of all the rules options and DCs available. There are a lot of balls in the air here and more effort could be made to deliver the information succinctly and easily for PFS GMs.

The scenario also suffers from using too many flip-mats. There are additional rooms that are wholly pointless, and it’s up to Duval to flesh out these extraneous spaces with information. These are erasable flipmats we are using here – can't we just use a black pen to cordon off sections of the map? Not all the rooms on the mat need to be used.

If you were a fan of the Destiny trilogy (and who wasn’t?) or solid dungeon design, this scenario is well worth your time and money.


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I have a Quest-ion, hear me out.

****( )

Just ran this scenario solidly for eight hours + at PAX Melbourne 2014 for a diverse range of new Pathfinders. This very classy package exceeded my expectations for a free product. Some fantastic short games with a good mix of investigation, combat and interesting magic items.

-Colony. Yes! Razmiri awesomeness!
-Mausoleum. CSI Golarion done well.
-Mists. Great mix of mechanics fused together in a creepy setting.
-Webs was a bit dull. Too easy to get full trade points here, while monsters with a single +2 to hit attack are quite weak.
-Crash was quite exciting when I ran it but, by the Iron Gods, those are some scary foes to deal with. I've heard of TPKs happening.
-Haven't run Silverhex yet but it reads a little dull for the conclusion.

Overall, my biggest beef with this product is it's inability to weave all the Quests into one cohesive story. Webs and Mausoleum fits the story but the rest seem to just lily pad hop around the River Kingdoms without much care for plot.

I think Silverhex lays down a strong foundation for the future of Quests. I think some improvements can be made in terms of making all the Quests more cohesive, but overall this is an excellent option for level 1 play. I would also say that 6 Quests for full rewards seems a tad long. I'd be fine with 4 Quests giving scenario equivalent rewards and 5 Quests giving full rewards plus a flavourful boon as well.


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ლ(́◉◞౪◟◉‵ლ

*****

Perspective: Played once on Hard Mode.

My best friend in the entire world got [REDACTED] into the Negative Energy Plane.
Our paladin was ripped in half by a [REDACTED].
If we didn't get lucky with [REDACTED] we would have been magically teleported to the surface of the [REDACTED] and be instantly incinerated by nuclear [REDACTED].
Any table that expects to faceroll this without any actual planning or strategy deserves what they get.

10/10 Would Krune Again.


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Remember to take your tablets

****( )

Played once, GM'ed once.

This is a great example of a flavourfully epic dungeon delve and a reason why a decision to spend a year in Paizo’s favourite country ended up being a great thing for PFS. ‘Words of the Ancients’ is a ‘Collect A, get to B’ mission that provides plenty of opportunities for those with smarts and a rigorous beating for any murder hobos. I’d like more adventures of this high calibre for PFS. That said, Krune overlooked some details in crafting his conjuration tower. Spoilers ahead.

Pros:

-I really enjoyed having a scenario where the Pathfinders are not expected to instantly fight a monstrous creature. This crafts a much more three dimensional view of the fantasy world while giving an insight into a ‘federation’ of good dragons who are involved with stopping the Great and Terrible Evils of the Inner Sea. Zonaladin is awesome. I hope he returns.

-Great work with the Silver Crusade and Chelish faction missions. GMs, please keep these two missions in, even if they’re retired. The Zonaladin works better if there’s a Chelish adventurer talking smack about metallic dragons.

-The Importance of Appraisal in an Archaeological Society.

-I only like maths puzzles when I can solve them :B

-Some fantastic bestiary choices.

Cons:

-The Sphinx battle at high tier is a little underpowered. It could do with a Symbol of Pain or three. [/evil]

-The Greater Scrying guard-dogs with swift teleporting full attacks and surprise rounds (and the intelligence to target mages first) pack enough punch to kill any character in one round. If a GM wants to be a real a*!$#&! with these nasties, the opportunity is there. Please see Avatar’s “Gotcha!” review below.


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