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Wen Histani

Lady Ophelia's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 842 posts (1,000 including aliases). 15 reviews. No lists. 2 wishlists. 22 Pathfinder Society characters. 1 alias.



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Wayfinder – The Guide for all Lore Specialists.

*****

Because I want more pages in Wayfinder 13. :)

Pros to Issue:

• Layout: Solid and Clean overall. Would love to see ads a little better integrated. (see cons)

• Art: The art is always on par. I especially love all of Carlos Torreblanca’s works and Tyler Clark’s rendition of Tijdet, is something I plan to use in a future PFS game to describe certain locations in Osirion.

Favorite Pieces:
The Osirian Beginners Box Conversions are amazing. Last issue left me wanting a little more, but this issue made up for it. Man I wish these were PFS Legal so I can run them at new tables for children/new RPGers.

Osirion Fashion: A unique way of describing the already traditionally obvious. But I did enjoy the piece overall.

Coast of Graves: It was a cool twist in the desert by adding the additional traits that are in the location.

Osirian Traps: Because we could always use more traps to kill our players with. :D

Tanjit’s Travel Guide: I like how she covered a few locations in a county. And the art was like icing on the cake.

Oh, and that spoiler picture of Inner Sea Races promo at the end? Fab!

Meh’s to Issue:

• It’s still kind of “Pyramids and Sand” flavor wise to me. The thing I love about Wayfinder, is that it gives creative expansion to canon through non-mechanical means (Lore, Fiction, Gazetteers, Fluff, etc). Unlike the last few issues where you definitely got a new angle on the life in each nation/theme, this one didn’t really do it for me. (Examples are like last issue it was Chelish Poetry, and a few back the Darklands Fiction was so cool!) It just expanded on what was already there, with no new flair or one piece that differentiated Osirion from what we already know about it for me. It’s neither a good nor bad thing. But something of note I wanted to put in.

Cons to Issue:

• I know you can only do so much with layout, and the ads provided by other publishers, but I liked in past issues where the ads were somewhat integrated into the overall layout and theme of the issue. Instead of it being a big “splat ad” of space. It just feels like they are just wonky in the issue. Best example is page 74, where you go from really layout to WHAM white space ad. A border would have been nice or something, so that it would naturally flow.

• Gosh these PDF’s are getting big to the point where one might have to consider Epub. But for good quality, I can’t really complain too hard about that. But it’s just a PITA that for us E-reader users, we can’t just upload and sync it without our E-readers freaking out.

Overall:

As a universal fan of Wayfinder and all things that expand on Golarion Cannon. This is overall an fantastic issue. If you plan on taking friends through Mummy’s Mask, download this as pretty much all of it can be utilized in your game as side things when your group decides to go off rails. (Which might happen.) There are a few design issues, but nothing so overwhelming that this issue is ruined by it. Enjoy the issue all readers and I look forward to seeing what Wayfinder has in the future.


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Not bad..

****( )

Overall, this adventure is a good balance of dungeon crawling and introducing tech into the Society. Outside of the fact that I now need to write some additional addendums concerning the location in this adventure for Pathfinder Society.net.

It's not really an epic adventure that I think everyone *must* play. But it is a good introduction to technological fun so long as you have a good GM. (Which I did.)

I will say, this adventure has the BEST BOX TEXTS EVER. So points for that whomever wrote this.

Looking forward to seeing what else is in store for Season Six.


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If you like to have fun and roleplay, avoid this scenario like a swarm!

*( )( )( )( )

I've played alot of unfun scenarios in PFS, but this is the first time, I ever have to say, that this is the most unfun scenario I have ever played in PFS. If you are a power gamer/murder hobo type, then you will love the scenario. But for the Pathfinders who love a story and meaningful combats, save your gold (and time for that matters) and skip this scenario.

There was no roleplay aspects. It was the infamous Season One format of combat, trap, combat, boss combat. And the difficulty of it was just insanely obscene and quite unnecessary. Quite frankly, I want the 6 hours (4 and 2 overtime) that I lost playing this game back.

Which sucks, because I like all of Kyle's scenarios to date. This scenario, was NOT the same style of writing I am used to from him, nor do I like to play or run as a GM. I do hope that this was a one time thing, because if not, I plan on not participating in any future scenarios he writes in the future.


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You Must Be Willing To Accept The Challenge to Master This Scenario

****( )

So I've read it, played it, and GMed it. After completing the trifecta here is my review.

Story: B-

Spoiler:
The adventure is pretty straightforward: Go survey a site, learn as much as you can and don't die. Sounds like every other Pathfinder Society adventure we have EVER been on. But the nice saving grace about this adventure, is that there is sections of the adventure where players and the GM have some leg room and are allowed to get into the roleplay and build a deeper adventure. Also, ARODEN!!!

Roleplay: A--

Spoiler:
Now this adventure is a bigger challenge to those GM's/players who are not good at making roleplay come to life, but it's a great learning experience for even the most seasoned of GM's and players. The plot is still a little too linear for my taste, but I'll go with it cause the format of PFS demands it. I like that there is a full character background written on the main NPC, so I can play all of that up. NO MORE BORING NPC'S!

Combat: C

Spoiler:
So the "roll for encounters" mechanic is not a new one, but it is new in the Pathfinder Society format. So it was interesting to see how they would implement it. Now it was done very well, but the big problem is that if you are a new GM, or if this is an adventure you try to run cold, this adventure is going to be hard combat wise to run because people are going to have to have multiple stat blocks ready to go a moments notice. For veteran GM's to PFS/PF in general, this is a nice change of pace and it allows us to never have the same adventure twice, or even three times and so it give a new life to the adventure.

Location/Maps: B

Spoiler:
Absalom is a nice place. Would have loved the ruins or Aroden be somewhere else to be more mysterious, but it's all good. The maps are simple and clean and I always love that. Other than that, there's nothing new or special about it.

Overall and Personally: B+

Overall, this is a solid adventure. Although this is not a good "new GM" adventure, this is still a nice adventure that once you master, you will have loads of fun with for years to come. If this is what we are looking for in an "Evergreen Scenario" then this is a good start and place to grow on. It shall require great work, preparation, and some light creativity, but be assured, it's a great adventure to keep in your back pocket and run for a long time.


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Print Edition: Out of print

I love this map!

*****

The map is amazing! I currently am using for playtesting purposes. If you are a subscriber, or considering getting one, get it! The PDF is just as awesome as the main map!


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