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KestlerGunner's page

RPG Superstar 2013 Dedicated Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,316 posts (1,461 including aliases). 44 reviews. No lists. 1 wishlist. 11 Pathfinder Society characters. 2 aliases.



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Once you pop you can't stop.

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Mixed feelings about this one. SPOILERS ENSUE.

While I think the author has done everything in their power to make the combats challenging and scary, just like the other reviewers I am really disturbed at the power level of the boons being handed out here. Is it really a good idea to give boons of this power? I haven't done Waking Rune, so time will tell, I guess.

I think a little more could be done to make the moral implications of the ritual choice important to the PCs. Perhaps if Miss Feathers had been implicated and there was a chance that the PCs damaged her in the ritual? Or the consumption?

Still, the final combat basically taught me how to make a high level divine caster be able to blast an enemy party to bits! And the second combat is rendered harmless with one spell, it's either an off or on switch. If it's off, the monsters are harmless, if it's on, you're guaranteed death.

This is a good shorter high level mod if you want to challenge your team. Good, but not great. It can't scratch Cultists Kiss.


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Hit the open road, Jack, and don't you come back.

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CRobledo's review hit the nail on the head.

This booklet is riddled with information that has already been detailed in previous products. The magic items detailed inside are either not very useful, or shockingly expensive. The first aid gloves are an outlier, but they're an outlier that trivialises death consequences in the game and makes it okay to have combats where a PC drops every round. The authors did realize that the average Pathfinder only makes around 120k by the time they reach level 12, right? I only ask because having a 200k item is just wasting book space.

The prestige class is lacking in power and theme. The advancements to Wayfinders are pretty poor to boot, and forcing folks to spend prestige to gain them isn't winning any friends either.

I bought this pdf because I needed the spell *Sure Casting*. I was hoping there'd be something else in here worthwhile, but there really wasn't. Pick up Seeker of Secrets or Field Guide instead.


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The Danger Within

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You won’t like where this investigation is taking you... (Perspective: Played once, GM'ed once)
Kaer Maga is one of the fan favourite locations for Varisia and the Inner Sea setting. It's definitely a city which has far more imagination in it than some I.S. nations have in their entire borders. The author has taken every opportunity to squeeze every drop of flavour from this locale in a long and harrowing investigation. It ends with a tough and grisly finale that shows off the author’s skill in writing an encounter that can challenge a number of parties.

PRO:
-Battles were very memorable and fell into the sweet spot of being scary but not impossible.
-Great use of the locale. Selling the sizzle of Kaer Maga.
-Beautiful artwork, and lots of it.

CON:
-Way too long. We could have done without Vargun and the Sweet-Talkers pretty easily.
-Little storytelling opportunities to describe the history between Guaril Karela and the Gael family. This should have been included in part on some player handouts or knowledge checks.
-The free men scene rubbed me the wrong way. Let’s decide our future by playing darts? Really? Who are these guys? Why are they strategically important? Are you making this up as we go along? I wanted to know more about Andoran corruption! Please don't let that storyline die.


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Overly long tomb dig with high risk of death

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This is a dungeon romp that squeezes some classic Egyptian flavour out of the locale. The dungeon is a little too large and the enemies have a little too much variance in powers and abilities, but overall it’s a great tough dungeon to recommend if your players are itching for a sustained difficult battle with some good backstory to splash on as well.

PRO:

-Final boss battle is livened up with the addition of a zombified fast sphinx (nice work!) and the inclusion of a secret passage to an undead harem. Yum!
-Nice synergy in treasure placement that can assist the party deal with big threats and curses.
-Good research into fake tombs and architecture that follow with the Pharaoh’s afterlife.
-Harem room. It’s awesome and brimming with possibilities.

CONS:

-The Pyramid trap/monster/railroad of death requires further balancing. I’ve made some comments in the PFS GM thread that I would highly recommend, otherwise you’ll kill your players on the second room, and everyone will feel cheated. I feel like a job was half-done here, or an explanation to GMs was cut with word limits. Either way, work is required.
-Too many encounters. If I was editor I’d cut the elemental room and the huntsman.
-The Swashbuckler is NOT the right pregen for this dungeon! Not at all! Yikes.
-10 feet square maps have no friends. Nobody likes 10ft square maps. Nobody.


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See cover: it's a Turkey.

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Perspective: GM'ed the scenario once.

This reads like an unimaginative mountain built from fantasy cliche upon cliche.
The setting of Brevoy, its awesome history and multiple noble families is utterly wasted here. So too is the history of Aroden.
The forced role play will be over with one subdual power attack from a murder hobo's two-handed weapon.
Meaningless random encounters in the forest equates to the laziest writing possible in the hobby.
To top it all off, there are plenty of editing errors with the chronicle sheet.
This scenario is inexcusably unimaginative. The one star that has been granted is for the fantastic artwork delivered by Marjorie Davis. More work for her, please!
Ugh! I really hate this scenario!


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