Mystic Theurge

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Castle Invasion with dungeon goodness

5/5

Recently wrapped this module up with my group as a player, and had a blast running it. From picking sides to breaking in and finally exploring the underbelly of the beast, I was in the mindset of "pins and needles" for most of the ride.

If you need some infiltration and dungeoneering for a few sessions, I'd recommend this one. Just make sure you bring supplies and a start at level 4


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Fun and Interesting Read

5/5

I picked this book up to give myself a little more background for a Legacy of Fire campaign I'm playing in. All of the locals were interesting to me, and almost all the places listed had adventure hooks built in. At this point I almost want to come up with a homebrew that chains together some of the ideas listed. If you need a foundation or inspiration for desert locals or a "laze-faire" city for a campaign, I'd definitely recommend this book.


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Definately fun for my needs

4/5

To give a little background, I used this module to introduce a new player to the mechanics and flow of pathfinder game. I spun this up as a simple "cut your teeth and retrieve some treasure" sort of adventure from a story perspective, and it worked like a champ just for that.

Giving credit to below posts, some of the monsters did feel a little out of place until the party got to the BBEG. However,each encounter felt challenging as written without being undo-able all in one day in game. We all know sometimes the dice just aren't nice at level 1 :).

I could easily see this as a good stepping stone for getting a party to level 2 through play before starting a more in-depth story and campaign.
Definitely worth it if you need the foundation of a level 1 crawl, just be ready to build more story into it if you group needs better motivation than "check the recently opened ancient place for treasure".


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Excellent from Both Sides of the Table

5/5

This module is well written and very friendly to new players and GMs. I was able to run this from the GM perspective, and wish I would have started 6 months ago with this module. There are side notes as to how effects and situations interact with the every PC, and all stat blocks are provided. This was the lowest prep dungeon crawl I've ever run.

My players all loved this as well. They traded blows well with the dungeon, sometimes falling into it's dirty little tricks and other times figuring out the secrets of the rooms. The boss battle turned out to be quite a challenge, with a little act of kindness from my end to keep everyone alive for part 2 of the trilogy. After we finished there was a collaborative vote for 4.5 stars, and I bump it up to 5 with how smooth it was run from my end.

On a final note, the town in the module is well fleshed out, with plenty of roleplay potential.


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Great Intro and Can Lead to a Pretty Long Story Arc

5/5

To give a little background, I basically picked up this freebee module to give GMing a whirl and introduce some of my friends to Pathfinder. Although this module can be hard to get your PCs hooked into,once they are in it functions as a great level 1 adventure. Both the random encounters and the different areas give a lot of variety for introduction to mechanics, and it's a heck of a lot of fun to GM through these challenges.

From a GM perspective it's well laid out and doesn't leave a newbie GM hanging to do too much work. If you are running this as a Pathfinder campaign instead of 3.5, the conversions may take a little time but overall nothing too difficult.

The best parts about this module are that it's directly connected to D1 and it's free! If your party ends up like mine and is itching to continue playing their characters, you have D1, D1.5, E1 and D4 to keep the story rolling in Falcon's Hollow.