Bernaditi

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Goblin Squad Member. Organized Play Member. 9 posts. 3 reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.



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Black Waters High

3/5

Ran this as at a weekly PFS event.
The scenario was straightforward and direct, but provided the PCs with some opportunities to overcome challenges in a variety of ways. The adventure had a particularly creepy feel to it, and offered the chance for the GM to be flexible and improvise.
The encounters should be updated to Pathfinder from the original 3.5 OGL provide enough challenge for parties comprised of experienced players.


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The Cult of Personality

4/5

Ran this for a group of regular PFS players, and I can offer some food for thought, characterized by positives (+) and some potential negatives (-) with every attempt to avoid spoilers.
The scenario is very modular(+) which is often a rarity in organized play. The PCs involvement in the scenario is largely up to them - they'll be presented with numerous leads and avenues to explore. The party I ran actually wound up bypassing quite a bit of the first few acts with some lucky rolls and good guesses. Even with this 'shortcut', the scenario still ran for nearly five hours(-), so GMs must be very aware of time management.
The scenario offers a good challenge(+) without feeling overwhelming, has a very cinematic and horror-influenced feel(+), has signficant ties to the season's metaplot(+) that are cool, and presents an array of great opportunities to roleplay(+) their characters through meaningful decision points. However, many of these decision points may not have the salience that the author indends(-) due to the alignment restrictions that exist within PFS.
Overall, this scenario is similar in tone to the Carrion Hill module, and fans of horror, mystery and intrigue who game with fairly experienced players should fare well.


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The Grumble Accords

3/5

Just ran this during biweekly PFS play. Had a table of predominantly veteran players, and they utilized extremely crafty solutions to many of these encounters at tier 4-5. Time was a major issue, even with the 'help' my PCs were able to recruit through a dominated monster.
Some of the mechanics that nearly every foe possessed made play slow down and could be laborious (see time comment above.)
To me, this scenario could have utilized the haunt mechanics to be more effective in conveying the creepy and otherworldly mood, rather than just throwing another monster at the party. Some of the encounters felt very arbitrary and bolted on, and the climax was rather unsatisfying.
All in all, a fun scenario, but it had perhaps too much grind with very little glimpse into a larger story.
Not my favorite museum scenario, but still a good time.