Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Griffon

MerricB's page

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Roleplaying Game Subscriber. 96 posts. 3 reviews. No lists. No wishlists.



Sign in to create or edit a product review.

Add Print Edition: $13.99

Add PDF: $9.99 $6.99

Good module, but wasted use of setting

***( )( )

The Moonscar is set on Golarion's moon, and - as expected - takes a dark approach to the setting, with the part of the moon being described being an Abyssal blight on the moon, inhabited by a Queen of Succubi and her court. As the adventure starts, a gate has been opened between the earth and the moon, and the Queen is sending her minions through to kidnap important people, whom she will brainwash and send back as her slaves.

Unfortunately, although the adventure does a good job of describing the Shrine of the Queen, it does a much poorer job of describing the moon's surface; a lot of potential is wasted here with the wilderness section basically just being combat encounters. You could very easily transplant the adventure to the Abyss and lose nothing.

The adventure is combat-heavy with a few tricks and traps, and although there are some role-playing opportunities, they don't rise to the level of Richard Pett's best works.


Add PDF: $13.99 $9.79

Non-Mint: Unavailable

Dreadfully underwritten and poor structure

**( )( )( )

As an introduction to the Council of Thieves AP, this adventure fails to impress. The first section is "have random encounters until you get bored", and the final section is terribly short. There are good ideas here, but they are buried by horrible writing and editing. It took our group of five players about 5 hours to play through the entire thing.


Add Print Edition: $13.99

Add PDF: $9.99 $6.99

Add Non-Mint: $13.99 $10.49

Great ideas, problematic implementation

***( )( )

There are some delightful moments in "The Midnight Mirror", but the ordering of the investigation material and the decision to leave out the statblock of a custom creature (especially from non-core material) baffle me. In addition, the adventure requires a DC 25 Knowledge check to defeat the final encounter, otherwise all has been in vain. For such key knowledge, why not make sure the PCs have it?

The best part of the adventure are the NPCs found in the final section, who can provide the PCs with a real moral dilemma as to what to do. A good GM can correct the problems with this adventure ahead of time, but they shouldn't have to.



©2002–2014 Paizo Inc.®. 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 Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., 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 Inc. 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 Inc. 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.