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pauljathome's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 948 posts. 17 reviews. No lists. No wishlists. 23 Pathfinder Society characters.

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great scenario


I played this as my 33xp scenario with my Champion of Irori. Great retirement scenario (I've already played Eyes :-( with a different character). It felt like a very fitting ending to his regular PFS career.

As others have stated, the scenario oozes flavour and has both interesting roleplaying opportunities, interesting moral dilemmas, and interesting combats.

For a moment another player was trying to tell me how my paladin "must" act but the GM was very quick in squashing that and allowing me to play my character in the way that made sense to me. Which was a lot of fun :-)

The final fight was one of the more interesting I've had. A real challenge without being overwhelming. The group were quite well built but weren't twinked out monstrosities and the final victory was definitely a group effort. I quite enjoyed the fact that my character was half convinced he was fighting on the wrong side :-). He kept trying (in character, NOT as a player) to convince the others to flee.

It was reasonably apparent that not fighting the last fight was possible but unfortunately sometimes the diplomacy dice just don't cooperate (we tried fairly hard and probably used a good approach, but I rolled something like a 3 followed by a 2 on my reroll :-( )

My only caveats are
1) I've heard from 2 different GMs that this is VERY hard to prepare
2) At least when we played it, there is at least one fairly serious ethical dilemma. Don't play this with a GM who is very strict on what he considers alignment infractions. Some of the GMs one hears about on the net would likely autofall a paladin. That said, with a reasonable GM and with a good handle on your characters motivations the dilemma was a lot of fun and one of the highlights of the game for me.

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Quite entertaining adventure but too long


I played this at high tier with the 4 player adjustment

Full marks for the setting, the story, the chrome and the combats.

I nearly died once but it was totally reasonable (ie, we got careless).

Its a very entertaining mostly sandbox adventure with the potential for lots of role playing, combat. and just visiting a really interesting location.

The downside is that it is significantly too long. I know Paizo likes to entertain the fiction that we all have 5 or 6 hours per session but the reality. at least up here, is that we are lucky to get a full 4 hours in.

Although I was a player it was very obvious how much preparation the GM had to do. He'd drawn several maps.

Several of the battles were fairly interesting with opponents with a different feel to them.

The final battle potentially involved well over 20 combatants. We had little time remaining so the GM, perforce hand waved a lot of it. As a result it felt more anticlimactic than epic. NOT blaming the GM, we were all having LOTS of fun in the earlier bits and I'm glad he shortened the battle as opposed to some other stuff.

So, 5 stars for the scenario as a whole. But I'm taking off a star for the length of it (missed stuff as a player). I suspect that I'd take another star off as the GM for the sheer amount of work involved in running it.

So, 4 stars.

I think that we need more 2 part scenarios (like the Kaer Maga ones). This adventure could easily have been expanded to fit 2 scenarios and, if they both had this quality, I'd have very likely rated them both as 5 star.

Edit: it has been pointed out to me that the scenario specifically stated that 90 minutes should be left for the final battle. I believe that the GM acted correctly with this particular group in not doing that as were all greatly enjoying the other stuff. But it does mean that my comment about the final battle should be taken very much in context.

I've changed the stars. Its now 4.5 and I chose to round up :-)

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A complete waste of time

*( )( )( )( )

Well, that was the worst adventure that I`ve ever spent in PFS.

2 1/2 hours to finish the first encounter. 4 dead, 2 fled (at least 1 mainly through GM mercy).

And the GM was partly softballing.

Amazingly, if you throw enough save or suck effects at a group from all but guaranteed surprise then characters will fail some of the saves. I think I made on the order of 20 saves in the first 2 rounds of combat.

Only play this if you have at least 2 supremely twinked out characters who can survive long enough to actually act. Together with at least reasonably optimized support characters.

Admittedly, we were somewhat punching above our weight. 6 characters averaging to 8.8 or so. But that isn't all that unusual in my experience, especially for tier 7-11 scenarios.

This is for mini-maxed combat optimized characters only. And they had better be mostly in tier.

Edit: adding the following
I went through Bonekeep. I went through Waking Rune. Both of those I knew going in were going to be very hard. This was harder.

It is wrong, in my opinion, to have massively different challenge levels in different scenarios, especially without advance notice.

I have characters who are more than competent enough to handle the normal challenges in PFS scenarios. I do NOT want a character who can one shot them. I like a challenge. That means that I do NOT build over twinked characters. There is no challenge in playing normal PFS scenarios with those characters.

I also, personally, have no interest in playing twinked out uber characters in very hard scenarios. I'm not badwrongfunning anybody but that is just not the game that I want to play. It is also NOT the game that PFS usually is.

This scenario is a very significant outlier in difficulty. That is the core problem. Non hard mode should be easier. It should NOT assume 6 well built characters all of them in tier. That is NOT the norm and its not what I've been trained to expect in PFS. I don't care what happens in hard mode :-)

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Interesting change of pace

****( )

I played this today (high tier) and mostly enjoyed it.

There were a lot of roleplaying opportunities which was quite enjoyable. Heck, we even had to roleplay in combat which was a refreshing change.

It was sometimes a bit hard to follow what was happening and it was definitely hard to keep track of all the rumours we acquired. It felt like there was a little too much information for a single scenario.

Through a combination of some poor decisions (especially one that I made) and some really, really bad rolls things went south quite quickly. The confrontation happened on the second day :-).

Parts of the story seemed off. Pathfinders were recognized for helping to save the capital city, we have recruited armies of crusaders, but we're hated and distrusted to this extent?

Different groups are going to have very different experiences with this one. There are lots of very different approaches that groups can take

This was definitely the right tier. This just wouldn't work with higher level characters. In fact, it would probably have been better at the lower subtier.

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a mixed bag

**( )( )( )

I was in the same session as pathar. One thing to make clear, the GM did a very good job. He was well prepared, he had everything available, he made sure we all had the rules before hand (it was an online game), he did some roleplaying, etc

Lots of spoilers follow.

2/3 of the scenario was mass combat.

On the plus side, it felt like we were witnesses to a mass battle of a motley crew vs the demons. All those army boons and commendations mattered. It made season 5 really feel like a season as all sorts of things came together.

On the minus side, the mass combats felt like a not particularly good wargame. My character was irrelevant. All that mattered was his charisma and whether he had profession soldier. I used the phrase "witnesses to a battle" above for a reason.

The mass combat rules are far too complicated to master quickly. It felt like I was making all sorts of mistakes (the primary one probably being the army I chose). I also felt like I had no real choices.

And some of the battles just felt unfair combined with victory just being handed to us. Flying opponents vs troops with no ranged ability. We were converting when the flyers landed so we could kill them (this was their tactics). We won but it felt very much a gimmee. But the situation itself was silly.

It also felt silly that my level 4 character was in command of an army of 4th level characters. This would have been better served as a 7-11 or 5-9 scenario

The final 1/3 was a more normal scenario. I thought introducing yet another rule (troops) was a very bad idea. The troop was eliminated as a threat with a single save so I don't really know much about the rules but introducing yet more stuff at this point was just silly.

I did like the final fight. Felt like a good tough fight.

Overall I just think that PFS is not the venue for mass combat rules. I'd have far preferred the normal situation where they're doing special missions with the war being the backdrop.

That said, I loved the story.

So, 4 stars for story and final combat. 1 star for execution.

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