What are the remaining 'dud' modules


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Dataphiles 5/5 5/55/5 Venture-Agent, Virginia—Hampton Roads

Jason S wrote:

I think some of you are missing the point. Some scenarios suck and some scenarios are awesome.

It's completely besides the point whether an awesome GM can make a bad scenario good or whether a bad GM made an average scenario bad. The good GM still had to put in a lot of work to fix the bad scenario and everything the bad GM touches is crap anyway, so that's besides the point.

This thread is meant to get everyone's opinions on which ones aren't very good for the majority of GMs.

My input is that I haven't really had any scenarios that were "terrible". Some were dull, too simple, or not executed how I would have done it, but nothing "terrible". But maybe that's because I read reviews before buying scenarios.

If you really want to get people's opinions on scenarios, all you have to do is browse through their ratings and read people's reviews... do the work basically. That's what I would recommend.

Then I will hop on the fence and say all the canceled mods are Duds. I loved every one of them and I was very put off that they were lost.

2/5 *

Darius Silverbolt wrote:
Then I will hop on the fence and say all the canceled mods are Duds. I loved every one of them and I was very put off that they were lost.

Yeah, I actually liked (and bought) Blood at Dralkwald Manor, and before I could GM it, it was retired. I actually thought it was pretty good, except for it being ultra deadly at tier 1-2. :)

But if you slightly modified it, I think the premise of the scenario was really good and it kind of sucked that it was retired. Ah well.

Dataphiles 5/5 5/55/5 Venture-Agent, Virginia—Hampton Roads

Jason S wrote:
Darius Silverbolt wrote:
Then I will hop on the fence and say all the canceled mods are Duds. I loved every one of them and I was very put off that they were lost.

Yeah, I actually liked (and bought) Blood at Dralkwald Manor, and before I could GM it, it was retired. I actually thought it was pretty good, except for it being ultra deadly at tier 1-2. :)

But if you slightly modified it, I think the premise of the scenario was really good and it kind of sucked that it was retired. Ah well.

Yeah I know why #1o was retired as it can be a killer if run RAW. That module required a more veteran GM to run it. I would not have assigned that module to a newer GM.

Also the Medusa module was GREAT (Can't remember the name off hand.) Hands of the Muted god was a blast! My players have demanded I play that one again and just play it for the sake of fun as no credit can be assigned.

Liberty's Edge 4/5

Kyle Baird wrote:
Callarek wrote:
Of course, if we had played it, at the same difficulty (sub-tier 6-7) with 3 6th or 7th level PCs and a 4th level PC, the 4th level PC would have gotten the sub-tier 6-7 loot, yes? Or even 2 4th level PCs and 2 7th level PCs, since the APL would have been 5.5...
If you're going to break rules, why stop there?

How is the above breaking the rules, or did I misunderstand you?

Is the following breaking the rules, as well?

6 players, 5 with 3rd or 4th level PCs, 1 new player with a level 1 PC. APL is 18/6=3+1 = 4, so play module at either subtier 3-4 or subtier 4-5, depending on the module. The newbie gains the appropriate GP and access for the sub-tier played at, yes?

After all, this very thing happened at the last game I ran, this past Friday at the game store...

5/5

Callarek wrote:
How is the above breaking the rules, or did I misunderstand you?

You were implying earlier that your table of level 3's and 4's got bumped up to 6-7 because the 3-4 tier wasn't challenging enough. If that's the case, and your APL wasn't at least 4.50, then it's not technically legal.

The Exchange 4/5

I still think Perils of the Pirate Pact is an uninteresting module that should be retired.

Spoiler:
You literally do nothing. You are told of some book leads to some Azlanti artifact that exists to get, but you end up fighting spider and spider-like creatures. Then at the end you get betrayed at the end because the other pirate helping you has a vendetta to settle with the pirate leader. Like, this is the only scenario where I've felt we left worse off than we started because we didn't do anything of note.

And Lady Riverbane believes the Pathfinders are a threat for no logical reason. We're just there and she has some ridiculous complex that makes her thinks we are a threat. And the module ends with not finding some artifact and the book that would lead us to it is a fake. The only thing we did was clear out some ettercaps, which really I don't think is worthy of being a Pathfinder mission anyway. It's not like they are going to grow more powerful just sitting in their small shrine that's been there forever.

Really, this mission is a joke and Adril Hestram needs to be killed for wasting Pathfinder missions. I can't wait to tell him off the next time I see him.

Paizo Employee Chief Creative Officer, Publisher

Hey, Joe. I highly recommend you get your character up to 12th level and play Requiem for the Red Raven. I think you will really appreciate certain parts of it.

The Exchange 4/5

Erik Mona wrote:
Hey, Joe. I highly recommend you get your character up to 12th level and play Requiem for the Red Raven. I think you will really appreciate certain parts of it.

Oh I'm almost there. I'm 5 scenarios away from 12 and should hit it by mid-May. I'll be playing the entire arc come July 14-15th. I cannot wait!

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

I have enjoyed running all of them; aand I have found a little bit of preparation goes a long way. There are moments I would have loved even a wireframe of a town or a certain prison. But I have run Asmodeus Mirage, Dralard Manor and Stay of Execution (and PC'd a couple more).
All of these with the guys who are putting together Pathfinder@Eyecon (my local groups - I play a couple of times a week).

The group helps obviously, I would suggest a blurb on towns of interest along the way (use everything from wiki to primers etc..) have an idea (even hand-drawn) your maps of town, distances etc read up on weather rules and inject them with some life.

Dralkard was awesome and scared the boys... everyone came away with respect for the encounter and enjoyed the night (only ran it once due to retirement).

Perhaps they could be adjusted for PFRPG?

p.s it's awesome that the guy who writes the module get's into the discussion - made me laugh. Paizo Rocks!

Shadow Lodge 4/5

Erik Mona wrote:
Hey, Joe. I highly recommend you get your character up to 12th level and play Requiem for the Red Raven. I think you will really appreciate certain parts of it.

I will testify that this module is made of pure awesome!

It resets the level of the bar and really made me feel that I was part of an incredible storyline.

Play it at your earliest convenience.

Dark Archive 2/5

Joseph Caubo wrote:

I still think Perils of the Pirate Pact is an uninteresting module that should be retired.

** spoiler omitted **

I just played it this past week, and it is boring and unimaginative. Nothing wrong with any of the mechanics or encounters, but story and plot was completely pointless.

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