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RPG Superstar 8 Season Star Voter. Organized Play Member. 330 posts (333 including aliases). 25 reviews. 3 lists. No wishlists. 26 Organized Play characters.



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The Jeweled Sage scenario we all have been waiting for

5/5

I am thrilled that history of the jeweled sages is finally coming to light. I thought the author did a fantastic job with this scenario. I was also very happy with the choice of the author, because I felt his scenario of the Destiny Trilogy was the best hands down.

When I played this, it was at a con and the GM was not thoroughly prepared for the massiveness of this scenario. However, the awesomeness of it shined through regardless. My husband and I just kept whispering about how awesome this was and that we would have to run it soon for a handpicked group at home.

When I ran this, I was amazed by the amount of information in this scenario. They players loved the concept. One thing that really slowed the table down was the environment. I appreciated the uniqueness of the different enemies and of course the fact that some of the enemies might be allies and vice versa. It just depends on player interactions.

Overall, I thought this scenario was amazing, but there is one major flaw. The scenario takes a ridiculous amount of time to run. This scenario will not be able to fit into a 4 hr slot without dropping a lot of the fluff. Ideally, this scenario fits comfortably in a 6-7 hr slot. I truly hope this is not the direction of 7-11s in the future.


Nice Roleplay Scenario

4/5

This scenario is interesting, investigative scenario. It depends too heavily on social skills though. I particularily like that it has easter eggs about other scenarios, but are not game changing and if players haven't played those scenario it doesn't affect the story. This story's bread and butter is in the roleplay potential. I had very different experiences from running and playing this.

Playing:
It was the last slot of a three day con and the GMd already commented that this scenario should only take 2.5 hours. He didn't get into the roleplay and had a monotone voice. We were rushed through the roleplay and didn't get to REALLY experience the scenario. We enjoyed that combats though and it was interesting because the party was nothing but arcane casters and a counterfeit mage rogue. On the boat, we split the party and had all the combats going at once.We won with flying colors. Slaves freed, paperwork saved, boat saved, Capt dead. It lasted ~2.5 hours.

GMing:
I had a fairly balanced party (1 veteran, 2 new players, and 2 players that are something in between). The 2 new players didn't get into the roleplaying, but the others really got into it. The veteran was playing a bard and had a blast. The combats were a little touch and go, but in the players defense I was rolling pretty baller. In the end, they freed the slaves, saved the boat, killed the capt, and only found the signature "Pasha". One of the players stated this scenario is easily within his top 5 favorite scenarios. It lasted 3.5 hours.

This scenario depends heavily on the roleplay. A party of players who are just murder hobos and don't want to talk probably wont enjoy this.


Mass Combat halted the Scenario's Potential

3/5

I made sure to keep a clear head and an unbiased opinion going into this scenario, due to others' reviews. I appreciate that mass combat has been introduced to Society, but after seeing it in action there is no place for it.

(2 Stars) I felt there was just too much mass combat. After the first wave and securing the village that is were it should have ended. I would have been happy if that's were it ended. There also should have had some kind of PC repercussions to player choices in the mass combats, other then you army dies and you have to go get another one.

There was no roleplaying in this scenario. I understand that this was solely supposed to be a combat scenario, but even just a little bit of roleplaying would have been appreciated. Even in scenarios that were primarily roleplay, there was some combat.

(4 Stars) I did enjoy the rest of the scenario after the mass combat was done. I really liked the troop fight. That was really cool and I would like to see more combats like this in society. Travelling thorough the trap doors and then fighting a magus that trys to push you out the mouth is awesome.

Overall, I felt the scenario was held back by the mass combat and that the author did a good job with what he had to work with.


Make sure to bring your thinking caps!

4/5

I played this over the weekend. I made sure I went into this scenario without any expectations, because of the hype this particular scenario has. I was pleasantly surprised, to enjoy the scenario. Yes, parts of this scenario are difficult, however, it makes players think outside of the box.

Things I expect out of a 7-11 scenario;
1. Interesting roleplay (check)
2. Difficult combats that make players think and just not hand them the "win" (check)
3. New/rarely used Monsters (check)
4. Awesome storyline that connects to previous scenarios (check)

The biggest problem I have with this scenario is that because of the amount of content in the scenario, it is incredibly hard to fit it in a 4 hr slot. Yes, I am aware that 7-11s are written with a 5 hr slot intention, but it is kind of hard to plan for 5 hr slots for 7-11s when a lot of 1-5s get done in 3 hrs or less. So most game stores and cons plan for 4 hr slots.


Great Story Scenario

4/5

Larry Wilhelm is an amazing author. He adds so much flavor to a scenario. Furnace is no exception. The setting and encounters are very cool. My only complaint is that this scenario is not up to the power level that a 7-11 should be. The ease of the adventure is definitely overshadowed by the story and plot line, so that makes up for it.

I thorough enjoyed this scenario and would love to run it again.


Amazing Story Line

5/5

After playing and running this I am glad to say this is one of the best scenarios that Paizo has came out with it.

Roleplay:
The thing that makes this scenario so amazing is the story. If you have played older scenarios it will have you on the edge of your seat the entire line. There was a lot of effort that was put into the storyline to connect a lot a missing pieces.

Combat:
The first combat is what makes this scenario. Everytime it's done I want to say "welcome to the big leagues." The combats, other then the first one, seem balanced for the party.

If you haven't played much of season 0, 1, or 2 a lot of this won't make much since.

Also there were quite of few errors on how feats and abilities work. However, it did not take away from the scenario its self.


Boring desert tromp

2/5

After playing this, I honestly don't remember much about it. I remember there are some random encounters. All of which seemed incredibly underpowered in comparison to mythic PCs. When you finally do catch up to Kafar and Nefti they are a rediculously easy fight. The you find the ruins. Do a puzzle and fight some constructs.

The only interesting thing is voting.


Solid scenario all around.

4/5

I thoroughly enjoyed running this scenario. It has a nice mix of roleplaying, shananagins, investigations, and combat.

I really enjoyed the influence section. I especially liked how a few of the NPCs are intertwined so depending on how well you do and what you do your influence will change. It was also very creative to have actions throughout effect it as well. I was disappointed there was not a discovery option, as that is one of the ways to determine the alternate skill.

I also liked the take on the non-chase. It was very creative, although maybe the DCs should have differed per subtier.

The first fight seemed to be the most difficult and that just seems odd. However, it might have just seemed harder due to a poorly timed pit.

Overall, I enjoyed running this scenario and would love to in it again.


Best of the Series

4/5

I have played this and GMd this (all on subtier 4-5 with 4 person scaling).

I thoroughly enjoyed this scenario. This is my favorite type of scenario. Dungeon crawl that has a really cool theme and lots of information to gain. In this case it is not only the backstory of GM Torch, but also the last resting place of some of the jeweled sages.

The one thing I thought was especially cool was that the dead PFs agents magical items were corrupted and turned into cursed items.

With all this said, depending on the party makeup, this scenario can be brutal for a unprepared party. The barbarian hits like a mack truck and then you have to deal with an incorporeal at subtier 1-2. I know there is some items that can help (+1 scimitar, scroll of Ghostbane Dirge), but only one person can use the scimitar and the scroll is only DC 13. This can easily be a party wipe, if they don't party with the other group.


Solid Way to Start Season 6

4/5

When I ran this we were not confined to a 4 hr slot. It took 7 hrs with a dinner break in between. There were was some new rules discussions and ALOT of table talk. My initial review doesn't change any.

Roleplay:
The roleplay primarily consists of investigating disappearances and spreading rumors. This isn't necessarily a bad thing, but if not done right, it can feel like it's missing something. At least one of the combats as the potential to not even break out into violence, which is nice.

Combats:
The combats seem well thought out. I especially like how the combats are all completely different. The end fight before tactics seem a little off. Why wouldn't everyone be fully buffed going into this fight, when they know they are breaking into a Pathfinder Lodge?

Overall:
One thing I especially liked about this scenario, is the fact that the players are able to learn the backstory. There are so many scenarios where you are completely in the dark about motivations.

This is very interesting approach to a skill scenario. If you flub the rolls or don't have to skill, it's ok. The scenario will end the same way regardless.

I did not particularly care for the size of the map. I get why it has to big so big, but it is just a pain. Other GMs might want to consider only drawing the manor, since the courtyard probably won't see any combat.


Underwhelming Roleplay and Difficult Combats

2/5

I personally really liked the idea of getting to explore a pyramid that had been buried in the sand for a millennia. However, that is about the only thing I like about this module. The module itself is not bad, but it is far from good.

I GMd and played this for Free RPG Day.

Combats:
There are WAY too many combats and not enough traps. Just because there is a room, doesn't mean there have to be baddies in there as well. Over half the creatures have DR, hardness, or are just out right immune to weapon damage.

The combats turned out be run as difficultly as were predicted. We ran 5 tables at our FLGS for Free RPG Day. One table made it completely through with no deaths(they ran no pregens) and one TPK. There were 9 out of 21 PC deaths total. The deaths occurred in different combats.


Roleplay:
There is little to no roleplay. What little roleplay there is, you will be lucky if there is even a PC that speaks the obscure, ancient language. I completely understand why they speak ancient osiriani, it just makes it difficult and unenjoyable if no PC can speak the language.

Pregens:
The pregens that are allowed are far from optimal for the module. I understand the reasoning as to why those classes were chosen, however, the swashbuckler is basically useless, through the entire thing.

The main problem with the module is the difficulty of it. Free RPG Day is routinely used as a means to draw in new players, but if their character dies or there is a TPK, not many new players will want to return.

It wouldn't hurt my feelings if I never run it again.


Difficult combats, but unrememberable roleplay

3/5

This scenario has the typical Kaer Maga feel. Investigation and roleplay in the beginning and combats in the end.

RP:
This scenario adds a couple new NPCS to the Kaer Maga lineup. I really appreciate the details that the author put into these NPCs. However, he fails to get across the reason the Gael family even wants Karela dead. Also, the story aspect falls a little flat. The PCs talk to a contact, they are then sent to another person, and then they are sent on a task.

When I ran it at a game day, my husband told me by the end of the day he didn't even remember what it was about.

Combat:
(Rogue 1/Fighter 5, Barbarian 5, goblin gunslinger 6, sorcerer 9=6.5 chose to round down to 6)

My players thoroughly enjoyed the apartment. Especially, when the rogue said he wasn't going to check for traps, then went flying through the glass window and almost off the balcony. The handled to swarms and zombies easily. The started having problems when the goblin gunslinger got flanked between the two rogues, a bookshelf, and a wall with no where to go. Needless to say he did not survive. (BOOYAH!!!) After the combat ended they choose to go to a temple to get the gunslinger raised before heading down stairs. So everyone was fully buffed and waiting for when they returned.

The final combat was incredibly over powered for this party formation. They had the hardest time with the vampire. In between the good AC, DR, regeneration, and neg channeling cleric he was the last thing to go down. The fighter was pissed when he disarmed the cleric's holy symbol and I revealed the tattoo. By the end of the combat, all of the martial PCs were down (the barb was dead) and the sorcerer had 4 HP.

Overall Evaluation
I like this scenario. The roleplay did seemed to fall a little flat. I do think the more I run it, the more enjoyable it will become. Also, the last combat should be a higher CR then what it totals up to. There is a lot of synergy in the fight, making it that much more difficult.


Solid Low Tier Scenario

4/5

This is a excellent mystery scenario. The cool thing about this scenario is that it can be a roleplay scenario or a combat scenario. The players decide how they want to play it.

I have GMd it both ways and my players have thoroughly enjoyed it either way.

The storyline for this scenario is well thought out and enjoyable to run. The government corruption angle is a great storyline for Andoran.


Indifferent feelings

3/5

I have played and GMd this. I think I like the idea of this scenario more then the execution.

GM:
I really like Sir Ilivan, but I found it kinda a hard to roleplay him and really get across all the crap that has happened to him and why he acts the way he does. The combats were interesting, and some of them left you with moral decisions (which is a good thing). I, as a GM, have a hard time GMing combat trails scenarios and I understand that is why Sir Ilivan is an there. They are just not my cup of tea.

Player:
I played this at Gencon 2014, my GM was incredibly under prepared (he was also running the special). There was little to no rolepay with Sir Ilivan, there was actually more roleplay with the Crusaders at the fort, which was very basic, "why are you here", "what do we need to do". I, as a player, felt that the GM hadn't even looked at the enemy stat blocks. After starting 45 mins late and skipping the optional encounter (GMs choice), we finished in about 2 hrs. So by the end of the slot I felt like I just wasted my $6.


Great Season 5 Starter

4/5

I played this with a party of 4. We thoroughly enjoyed this scenario.

It had interesting combats, a mystery plot, and plenty of roleplay to boot. We did notice the faction interaction were a little hard to determine who and where they were supposed to take place.

Our GM did a great job roleplaying the old ladies and really brought the story to life.


Huge Let Down

2/5

The scenario places you in a very GoTesque political setting, however, this is not what is delivered. Instead, it leads you to wandering around in the countryside looking for a stubborn preteen. The mystery aspect is incredibly obvious to figure out and the only saving grace to the scenario is the NPC. He is well thought out and if GMs roleplay him properly, he can be very enjoyable to both the party and the GM. If GMs play him obnoxiously, the way he is intended to be play, and the party doesn't go with it, it will end poorly for the party.

I GMd this for a party of 6 with 3 new players. My players loved Lander. They thought he was a fantastic NPC and I really brought him to life. They started calling him Joffrey half way through it. They also thought the story itself was very underwhelming.

combat:
a AC 20 with DR is ridiculous at sub-tier 1-2.

I gave this scenario 2 stars for only one reason, the NPC.


A New Favorite

5/5

The whole feel of this scenario is AWESOME!

I, as a GM, appreciated the flexibility of this scenario. Depending on what the PCs done there could be anywhere between 0-5 combats.

Valais is a very memorable NPC. PCs where suspicious of her the entire time.

This is a fantastic investigative scenario that was a blast to GM.

My only issue with the scenario was the maze tiles. The 10x10 dimensions make it hard to print from a home computer. However, they were incredibly easy to draw.


Maps Suck!

1/5

This scenario is purely a dungeon crawl, with little to no RPing. The only part of the scenario I even remotely liked was the first floor. I like that there is an assortment of traps throughout the first floor, but after the first floor traps were forgotten about completely.

The first fight is long and monotonous. Sure the nubglub with its high AC is fine, but at least give it some buddies that can do more then 1d3-2 dmg and 1d6 for SA. I have GMd this 3 times and played once and this fight takes at least 1 hr and its ends with the PCs take very little or no dmg.

The water fight is ok. The idea behind it is nice, the execution is poor. The unaltered aquatic ghouls are very under powered for a 5-9. The statues take penalties when they are in the water, so had it be given a piercing weapon would have been a huge improvement.

The party fight is dumb. The cleric is completely screwed over making this fight a complete cakewalk.

The puzzle is just confusing to understand and after you figure out what is going on, it makes no sense to even try to play through this.

I would have rated this 2 stars, but the absolutely terrible maps make this a 1 star. Not only is there the same circular room over and over, but they entire map is done on a 10 ft scale. Making ALL of the maps a b*!*@ to draw and forget about printing because of the 10 ft scaling.


3/5

I really liked this scenario, but it has some issues. It has solid roleplay opportunties and interesting combats.

The investigative roleplay is nice, because it can be changed to be suited towards your players. You get to hunt down magical beasts that should really put the fear into someone and then end with a gladiator fight.

The hazards are nice touch. Making it so you get to see how nasty it is in the cinderlands, however, rolling once every hour is wasting unneccesary resources. If it was evey other hour it would be a huge improvement. I ran it 3 seperate times. The first time it took 13 hrs and the second and third it took 12 hrs. That is alot of channels and CLW that were wasted. This is the section that most of my players did not like about the scenario. If I was running this for anything other then Pathfinde Society, I would be altering this.

The gladiator fight was very underwhelming. There is too much time for players to prepare for battle. Then battle ends almost as soon as it begins. The cows are hilarious, if the dont win initiative, and get to trample. Vroth goes done like a sack of potatoes. This combat lasted no more then 2 rnds tops for me. I would want a gladiator fight to a least last more then 2 rnds.


Really, really great concept

5/5

After reading this, I havent played or ran it yet, I am REALLY excited about this scenario. I absolutely love the fact that even though pathfinders are escorting him, they still have to make sure he doesn't get himself into trouble from basic wilderness hazards.

Just the overall plot of the scenario is very clever. This might be my new favorite, time will tell.


Blah Dungeon Crawl

2/5

I recently ran this twice (once at each tier) at a local con.

If you are a player who likes combats and rolling dice (rather then roleplay), then this is the scenario for you.

story:
+2
I love the fact that she has been wronged by the hellknights. I like that story has at least a little bit of tie-in to the Blakros Matrimony, The Disappeared, The Fortress of the Nail story arc. However, I feel that this is just a boring dungeon crawl. You literally walk from tile to tile and only stop for an encounter.

roleplay:
+2
This scenario has roleplay possibilities. You can easily roleplay out of combat the first encounter. You take a typical sewer creature that you almost never speak with and give it a voice. I, personally, REALLY love this. This is, however, almost the only roleplaying capable in this scenario. There is potential for other roleplay, but a PC needs to speak an rather obscure language. When you start talking your way through the second encounter, a stealthy NPC provkes a fight.

combat:
+3
I like the otyughs, we have just seen them recently. They are not overpowering, they just make you work for it. Same goes for the rangers. The plants are extremly underwhelming. I understand that they inflict more conditions than anything, but the saves and their attacks are so low that the conditions typically dont stick. The electric plant curatin hazard was a nice touch. The same goes for the oozes. Their attacks are so low or they dont have a lot of HP so they do not stay around long enough to do much of anything. The BBEG fight was well done. You give her battle field control spells and let her minions do all the heavy work.

overall: +2
There is a nice foundation established for a good story, but it quickly becomes a boring dungeon crawl. There is very little roleplay possibilities and the combats are what you would expect when to parade the Korvosan sewers. If you are going to be parading through the sewers give it more flavor, then just parading through the sewers, killing the things that live there.


Alright scenario

2/5

I am surprised this has had so many good reviews. The beginning and end are pretty good. I have issues with everything in between. There isn't even box text. You just move from map to map to map killing undead. That's it. I enjoyed the story. It just felt like it is the first draft.


Decent story, executed poorly

2/5

I have now GMd this three times now. I like the idea behind the story.

The combats are not difficult by any means. The first fight is a joke. It would be easy anyways, but you also have NPCs fighting as well. The last fight is the only one that last more then two rounds and that is because of obscurring mists. I could look over the poor combats if there was some opportunities for good roleplaying, but those lack as well.


Absolutly Love It

5/5

I have played and GMd it twice now. Will be running again this upcoming weekend at a con.

I love the theme of the temple. The ranger/rogues were typically cake walks, but compared to the guardians and Aglorn they needed to be. The description of the false gate is a bit hard to understand. I made a model with turing wheels to help make it easier for my players to understand. The last fight is awesome. All my players are just shocked when I pull out this huge map with swinging rope bridges they have to cross to make it to the gate.

So, in between an awesome backstory, great diety themed temple, and an epic bbeg fight, I can happily say this is my favorite scenario. Nudging out Rebel's Ransom. Please keep up the good work.


Fantastic Scenario!

5/5

Gm'd this a couple of weeks ago. My players and I loved it. Loved everything about it. Very nice to have some decent puzzles and difficult combats all in the same scenario. Definitely in my top 2. Would love to play through it or GM again.