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Wen Histani

Lady Ophelia's page

Pathfinder Companion Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 815 posts (973 including aliases). 13 reviews. No lists. 2 wishlists. 19 Pathfinder Society characters. 1 alias.

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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-

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--

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

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

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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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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At the top of my adventure list!


This adventure, has been what I have been waiting for in Society Play for a very long time. Now granted, there are going to be some who are going to moan and groan at all the RP, but that's too bad.

I will say, that if you have RP challenged people, either socially as a player or stats wise cause they are taking penalties, try and utilize things that they are good at. I had a group when I was ran it, that had no CHA cause they dump stat, but they did have INT, so I was able to tell them a little more about the people they were talking to. I also used Sense Motive to have them hear "rumors", which players then used to help NPC's.

There is more than one way to make it work, but it is important that they DO SOMETHING. Sitting there and passing cause they have bad "people" skills, is not an excuse!

What I specifically liked, was that the BBEG's were scary, but if the players, ran away, they weren't going to be punished for it so long as they RPed and weren't there for just the wine and "attendants" as I call them.

Great job Master Thurston, I would like some more adventures like this if you please.

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Bring Out Your Dead! Litterally!!

****( )

Story: C+

Now, I had the luck to play this adventure before running it, so I got both sides of the coin here. While there is room for RP and the adventure surely gives loads of visual opportunities for RP, if you have a combat heavy team, you usually end up skipping some of it. My team got a great balance of both and a good chunk of that came from the faction missions which gave players the opportunity to RP while looking around. Being the heavy RP player I am though, it wasn't enough, but it was still enough to not be boring.

Location: B

Being that I never played Rise of The Runelords, I was a little bit at a loss when it came to the background location, but my players-all of whom have played Rise of the Runelords were able to help me out where needed.

The only reason this adventure doesn't get an A in location is that Society Play still needs to stop with these epic maps. It makes pre-drawing almost a futile pursuit, and even worse when your players get to the end-boss in three rooms, and then say to the hell with the rest of the basement. Feeling the drawings of the Rune symbol in the place. Pretty awesome.

Combat: A++++++ --- But warn your players if you are the GM!

I would like to state for the record, this is a potential TPK adventure combat wise. And while many players and GM's will cry about it, I would like to remind them, that this is what you all get for complaining about PC's easily walking through adventures in past seasons.

So make sure, before you sit down, that you warn your players that death is highly likely and that if they aren't bold enough to take on the challenge, they should leave your table. If they accept the challenge and die, they can't get hurt about it.

It's nice to see undead, be scary undead. The ones that just don't go down with a quick channel. It's nice to see demons be the type of demons that can scare players, and at the same time kill them. And don't be rolling high like I was, because then it means that you may kill them in two or three turns. I obliterated the paladin with three critical hits back to back. Although this will never happen again, I have a reputation for being a nice GM that never kills anyone, and this adventure reminded our players that I can kill you too..

Lastly, being a regular cleric player, it's nice to see a cleric that is just as awesome as I am. In past seasons, all the clerics were light and not scary. I hit them with something insane and the GM hates me. Now the GM and I are on the same footing. He can quick channel, and I can too. He has Chaos Hammer and Unholy Blight, and I have Wall of Fire, Holy Smite and Cure Light-Mass. So it's nice to have a real combat challenge and not have clerics just be some boring bit of NPC...

Overall, while I am not a big combat person, these combats were the type where the whole time I'm going "Holy Saranrae!" the entire time and I had to work for my experience and my gold payout. This is what I want in combats, the constant fear of death and some good reasons to kick some butt!!

Just Overall and Personally: B-
This is just a simple, no fuss/no must dungeon crawl in Varisia. Again, this is also one of those adventures that the story could easily get lost, but the faction missions kind of keep the RP in place. The combats are ridiculously awesome, but be sure to advise your players that this adventure may remind you how truly precious your character's life is. Once again Mike Shel, is making players nervous to bring their characters to the table. Good job!

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