Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6) (PFRPG)
***** by Talyseon

Pathfinder Society Scenario #4–17: Tower of the Ironwood Watch (PFRPG) PDF
****( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Gug
***** by Itzeebitzee

Pathfinder Battles—Shattered Star: Iron Golem
***( )( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Cleric of Zon-Kuthon
*( )( )( )( ) by Itzeebitzee

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Newt

KestlerGunner's page

RPG Superstar 2013 Dedicated Voter. FullStar Pathfinder Society GM. 902 posts (1,036 including aliases). 16 reviews. No lists. No wishlists. 5 Pathfinder Society characters. 3 aliases.

RSS



1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Sign in to create or edit a product review.



Featured Product



Our Price: $3.99
Add to Cart

**( )( )( )

What the hell happened to the finale?


Note: I was a player, not the GM.

:
Everything is building up, building up, leading to a finale that ties the fate of three souls of long dead women who need you to rescue their faithless souls from purgatory. You have a death cult on your heels. Time is running out!

You struggle down deeper through the tomb, battling off progressively harder and harder foes and bypassing cunning traps. The ghostly souls of the three women manifest and grant you powers for the terrible challenge ahead. You know the final battle is coming, and you pray you have what it takes to succeed. You have traveled the world to return these souls to their homeland, and now an ancient evil has claimed them. The Society has been tricked, and it's up to you to confront the mastermind behind it all!

Then you see an old man turn into dust and the game is over.
WHAT?
WHAT THE HELL?

Four players ask the GM again. "Yep" he says. "The module says that he turns into dust."
"Why?" asks one player, ready and willing to bring out the resources to beat an evil undead back into the afterlife.
"Ah, you beat the leader of the big guys fast enough," the GM answers.
"What the hell has that got to do with anything? Why the hell were they there down here at the bottom of an Osiriani tomb anyway?!?"
"I can't really answer that. But that big leader level 7 dude was the guy. He was the boss."
"Can't we fight a lich now? We're level 11 - we can take it."
"No. Sorry."
"Please?"
"No."
"This sucks."

The finale of Everwar just plain sucks. It requires emergency editing right flipping now. Developers, get onto it!




Featured Product



Our Price: $3.99
Add to Cart

***( )( )

A Smarter Dungeon Delve


This is a nicely written, intelligent dungeon crawl for a team of new Pathfinders where languages, diplomacy, fey and nature knowledge and subtlety are rewarded. The author has done a good job on an adventure about sewer dungeon delving. I have run this game for a table of 5 at low tier. I'd give this 3.5 out of 5.

PROS:

-Teaching the world that yes, an Otyugh can talk!
-Remembering the social skills so that silver tongue characters can contribute, even on a dungeon crawl.
-Fun choices from the full range of bestiaries.

CONS:

-Season 4 seems to have had a plethora of 1-5 tier missions where the enemies have powerful damage reduction, and there is no way of pre-arming or warning level one adventurers about the DR that they are about to encounter. Damage reduction is rarely a 'fun' mechanic. In most cases, it drastically slows down combat - if my table hadn't brought a heavy hitting level 3 character, the final battle would have lasted a LONG time. Ordinarily, magic can get past DR easily, but in this case, the creatures have Spell Resistance as well.
-Lost potential for the idea of a retired pathfinder. I am intrigued by the idea of what a retired adventurer and their colleagues do after they've hung up their sword belt, but this scenario didn't really explore that at all.




Featured Product



Our Price: $3.99
Add to Cart

****( )

Refreshing and dramatic infiltration - more of this please!


First off, I can't believe Jiggy and Sieylianna gave this fantastic and refreshing scenario such a low score. Perhaps the GM did not do it justice? I have played and GM'ed this scenario. I completely agree with Sir Wulf's view of the scenario - it is refreshing, dramatic and exciting.

Disappeared is a challenging scenario to GM properly. Every room has unique events or clues in place that the GM must describe to the players before the players allowed to act. Yes it is ridiculous that getting 30 feet would take 5 minutes. But getting through 30 feet of extremely well dressed and crowded Chelish socialites flanked by highly vigilant armoured guards on the lookout for anything suspicious? That is not so easy. Again, everything is up to the GM to paint the scene accordingly. Brutes are set up to fail. That is the way this works - if you are dumb, you get punished. If you're subtle and quick-witted, you thrive.

The other reviewers have noted that this is the 'Mission Impossible' scenario of Pathfinder Society and I completely agree - and love it. It is truly refreshing to have an infiltration and roleplay heavy scenario that is light on combat. If I had my way, there would be at least two of these infiltration missions per season - something that rewards all the great rogues, ninjas, enchanters and role players of the Society who like to think on their feet.

I would love to give this scenario five stars, however there are some factors that flaw an otherwise wonderfully crafted scenario.

CONS::

-The handwriting on the player handouts make it unnecessarily difficult and erroneous to decipher the code. In many places, certain handwritten letters look like other letters, meaning that even a party that is on the right path will hit a brick wall. It would be great if the developers could redo the player handouts for this scenario with printed type instead of flowing handwriting. Removing this problem would lead to a better player experience.

-Most likely due to draconian word counts, there is little thought given to the high number of Chelish Pathfinders who ACTUALLY WANT THEIR FACTION LEADER TO DISAPPEAR. Let's face it, for three years Dralneen has collected every magical sexual aide from every nation of the inner sea. People want her dead, or worse, especially the folks who consistently risk their necks retrieving the 'whip of tantalising pleasures' or whatever it is this week. It'd be great if these anti-Dralneen Pathfinders could have an alternate mission that would mean that they didn't end up with a big zero on their chronicles.

-At low tier the dependence on high damage reduction monsters in this scenario seems really tough. At level two you have roughly 1,200 gp of gold to spend on items. Certainly not enough to afford special material weaponry that can breach through high damage reduction. It'd be nice if there was a adamantine mace or a silver dagger lying around somewhere that could be used by perceptive adventurers, because no low levels have the capacity to prepare for these fights.




Featured Product



Our Price: $3.99
Add to Cart

***( )( )

Average combat mission.


Pro:
-Great use of archetypes and classes.
-Great cartography.
-Great flavorful adventure locale.

Cons:
-No roleplaying whatsoever.
-Nothing but combat.
-Falls into the same trap as a lot of other Tapestry missions, which is, go into the temple/tomb, kill all Aspis, get out. It gets very samey and shows a lack of imagination with what Pathfinder rules can do.

This is a good, yet brief, adventure for combat obsessed players.




Featured Product



Add Print Edition: $24.99
Add PDF: $17.99
Add Non-Mint: $24.99 $18.74

*****

Thornkeep - Yes, It Really Is Outstanding


Please read Jim Rudnick's review. I echo his sentiments entirely.

This purchase is great value and will keep a GM and his unsuspecting players occupied with deadly and intriguing dungeon delving in a fascinating locale for hours. Just buy it - this is one of those releases that should live on in players minds for years.


1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.