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MisterSlanky's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 2,597 posts (2,620 including aliases). 43 reviews. 2 lists. 1 wishlist. 11 Pathfinder Society characters. 3 aliases.



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Not Bad, Not Great, But Not Bad

***( )( )

I have played this scenario in a group of 6. While certainly not a bad scenario, it (like most of Season 4) has at least one encounter that borders on the hard end of things without a well designed/optimized group, but otherwise is fairly straightforward and easy.

Roleplay (2/5): Don't expect much except that which you make for yourself. This is a dungeon crawl, plain and simple. So while there is some here and there, it's on the light end of things.

Combat (3/5): Oddly, encounters range from trivial to difficult (depending on your group composition and tactics). There is one interesting combat, otherwise the rest are really nothing to write home about.

The X-Factor (4/5): A really cool dungeon with an equally cool story really props up everything though. The puzzle at the end surprised me, and it was fun to come up with something of a solution that was more than simply solving the puzzle itself.

Overall it's certainly not the most exciting scenario I've played, but the story is interesting and the elements it puts in motion are worth trying to pay through.


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Horrible Ending for a Fantastic Faction

*( )( )( )( )

This review contains spoilers.

I have played this scenario at sub-tier 6-7. My feelings echo that tier. The lower tier may make some of the topics I discuss moot. I walked in hesitant about the ending of the Shadow Lodge, my favorite faction. I knew there was supposed to be a mighty "twist" (as revealed by the developers). I guessed the twist on the nose, I didn't guess it would be presented in the manner it was...a trudge of a scenario with everybody's favorite "sit back and watch you don't get to play through what's going on."

Roleplay (2/5): The beginning of the scenario involves infiltrating a gambling hall, except other than needing to make a roll to get in, there's no roleplaying at all. In fact, the whole adventure is a dungeon crawl in sheep's clothing. Don't expect much folks...especially with the "roleplaying" in the final act (oh wait...what roleplaying in the final act?).

Combat (1/5): Combat in this scenario is terrifying. Just because you can write encounters like this doesn't mean you should. If you think PFS is too easy, then this should be right up your alley. I'll be kind and spoiler this section, read on if you're really interested.

Spoiler:
The first real combat (which admittedly can be avoided, unless you're trying to get your faction missions, in which case chances are you'll trigger it anyway) is a monster. A monster that can one-shot well built characters with high CON scores, favored class bonuses in HP and who have given up all offense for defense. To add insult to injury there are three of said creatures. From there it only gets worse. The next encounter is quite simply a major slap in the face for any group. A one-two-three punch of a trap with a DC 34 to see (roughly a 50-50 shot for our well built but not optimized rogue) that can wipe out groups (and nearly did ours if it wasn't for a kindly GM who forgot about the 10' space of the opponents). We almost walked out of the scenario at that point and just called it quits, which I hear several groups did. From there there's an optional encounter/main encounter that is the final nail in the group's coffin. Our group survived because I (and the character built for my SO) broke my cardinal vow and decided to buy a clear spindle ioun stone because I've gotten sick and tired of the scaling challenge in Season 4, yay for forcing me to optimize to survive).

So to be clear. One TPK guarantee missed only because the GM allowed (against the rules) for a GM T-shirt reroll. One TPK guarantee missed because the GM missed the 10' square of the swarms instead of a 5' square, and one TPK opportunity missed because I decided to be a cheese-weasel...yup, fantastic scenario.

The X-Factor (0/5): Lets talk endings. Everybody remember when we complained about Dalsine Affair and how it's not fun to just watch the scene unfold without the ability to interact? Yup, it's baaaack. Sure, they added in a chance (for that appropriate build that decides to focus all of their abilities on one skill), but really...don't expect to get to act in the ending. Also, and most importantly, it didn't make any sense. There was no "wow" factor - it was a complete wrote ending where you have to sit back, watch the show, and then deal with the ramifications.

It's rare that I absolutely detest a scenario. In fact, with the exceptions of The Darkest Vengeance and Skeleton Moon (which by the way is still the only zero star scenario I've played) I can't say that I've really disliked that many scenarios. This one though joins that inglorious heap.


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Potential ruined by environmental encounters

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I have run (but not played) this scenario for a group of four. My feelings are mixed, as I think the story has merit, as does some of the way things play out, but that good is pummeled to death by completely unnecessary second act.

Roleplay (3/5): Solid roleplay opportunities exist, with a story that's moderately well fleshed out. Unfortunately, the trek through the border town makes little sense when you actually start to think about how long it's been since your target has passed through, and the fact that none of the clues actually lead to the next clue, they're just random statements of fact (or potentially lies as the case may be). It takes a good GM to take the nonsensical statements and try to put something together where the players know where to go.

Combat (2/5): Combat runs the gambit. I had my group fearing all of their lives in the major combat encounter of the scenario with one nearly dead in the surprise round and a final outcome of the deaths of an animal companion and one PC (different than the one nearly killed in the surprise round). On the other hand, another fight was quickly ended by one of the standard save or suck spells.

The X-Factor (0/5): The environmental encounters of Act 2 are nothing more than a completely unnecessary resource drain. It served no purpose other than to drain the group of a total of nearly 2 cure wands. I had thought that scenario authors had realized that slogging through an arbitrary set of "random" encounters with no real chance of avoidance is absolutely not fun (as experienced by a number of other scenarios with similar mechanics). This scenario almost made a 1/5 for this alone.

Overall? Potential, but ruined. My group was not having fun, even though I tried to GM the hell out of it.


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Not bad, could be better

***( )( )

The three star rating I'm presenting here is a combination score - four stars for story, and two stars for the adventure's content.

I ran this last night for a group of experienced Pathfinders playing under the Pathfinder Society organized play rules. By the middle of the module our Paladin was ready to start killing "good" fey, and by the end several players commented that they considered the module "one big advertisement for owning a fey bane weapon" (and not in a good way).

From a story perspective the concept was well thought out and interesting. The players really did begin to hate fey at the end though.

From a mechanical content we noticed a couple of issues. First the whole module feels disjointed. The three acts do not flow that well, and the group was pretty fatigued by the time they hit the dungeon crawl at the end. Encounters included only four worthwhile encounters that provided a moderate challenge to the group followed by page after page of creatures that couldn't even hit the AC of a level 8 character and creatures without enough hit points to survive a single hit at this level; just speed bump after speed bump. The "main" bad guy type was an example of this - players were hit for a total of roughly 20 points over the adventure. Conversely, when the fights were tough, they were TOUGH. I think a lot was hit by the page count on this one.

Spoiler:
I'm getting really tired of seeing this. The four combats that actually were worth playing out were: The drunk treant that nearly murdered the entire party, the fight and escape from Dead Man's Drop, the fight at the fayenguard (which happened because the two fights ran into each other), and the fight with the fellnight queen herself. The fight with the fellnight queen should have ended in a TPK - her powers and the terrain mechanics are absolutely brutal.

Just as an FYI - for Pathfinder Society this is a longer one. It's linear nature means you're looking at about 14 - 16 hours of play. This is after removing a couple of the speedbumps...I mean encounters AND saying "you have the strange sensation the other direction would be faster" while they were exploring the queen's keep.


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A great role-play module - not for hack 'n slashers

*****

We Be Goblins, yes it was!
You should believe all the buzz!
Being Goblins was much fun!
It's a mod you want to run!

I had the opportunity to play this module at PaizoCon with a group of Venture Captains. I haven't had that much fun in a module for a long time.

We Be Goblins is what you make of it. For those that find the game a series of moves across a tactical map, you might be a little disappointed, but for those who want a chance to come out of your normal adventurer shell and take on the roll of somebody significantly crazier, now's your chance.

The pregenerated characters that come with the module not only fit the story well, but also let everybody have a chance to shine as a group of goblins does what they do best - make a mess of everything. As an introduction to Pathfinder, it might not give players a great idea as to what it's like being a hero, but it contains a good set of mechanisms to make for a great game day.

Strongly, strongly recommended.


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