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Amanda Plageman's page

RPG Superstar 9 Season Dedicated Voter. ****** Pathfinder Society GM. Starfinder Society GM. 271 posts (273 including aliases). 35 reviews. 13 lists. 1 wishlist. 40 Organized Play characters.



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Lots of fun, lots of RP

4/5

GM'd, not played.

The Good:

*The trip to get into the city makes a nice 'bookend' to a mostly RP scenario.
*The NPCs are fabulous. The GM should really get into their performance here.
*The incidental magic item. The bags with Silence cast on them were really useful, and the PCs bargained for the use of some during the scenario, functioning as (single-use) gun silencers as well as temporary disruptive PC 'time outs'. I would have loved to see the bags on the chronicle sheet!

The Bad:

*Depending on the party makeup, the investigation can drag a bit.
*It could be easy to offensively overplay some of the more memorable NPCs.


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Ok...?

3/5

I GM'd this at a con, having only skimmed the summary sections from parts 1-3, so my own ignorance may be a factor.

The Good:

*The Prison Grounds map was interesting.
*The crazy painter. I prepped a 'map' handout that was as crazy as he was, which amused the players.
*The Derros and the Mite traitors.

The Bad:

*I can only assume that playing the first 3 parts helped with adventure hooks, because there wasn't much provided here. Luckily, some of the PCs were able to make their own fun.

The Funny:

I'm always embarrassed when a PC dies early in a scenario. That happened this time. Usually, the player is (understandably) disappointed and either leaves the table or remains as a 'peanut gallery' with no real impact on the adventure. Not this time. This time, most of the players knew each other, and decided to bring their dead buddy with them on the rest of the adventure, using the corpse to check for traps and such- really 'involving' the dead PC in the goings-on. It was macabre, but hilarious!


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A Solid Entry To The Blakros Museum 'Mythos'

4/5

Played, Not GM'd.

This was fun, and offered the chance for PCs who had played Mists of Mwangi to have further NPC interactions. The bulk of the adventure was an enjoyable dungeon crawl, but the BBEG was really interesting.


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So close!

3/5

I've GM-ed this, but never played it.

Delirium's Tangle has a lot of potential. Some of the execution was a little... lacking.

The Good:

*Anytime Grandmaster Torch gives you a task, you know it'll be interesting!
*The idea of rescuing a minotaur from a maze is highly amusing.
*Derros are so much fun to use!
*The BBEG, as well as the lock on the final chamber was delightfully flavorful.

The Bad:

*The maze, or at least the options for solving it. The DCs seemed high for some options, and a lot of low-level PCs can't make them often if at all. This scenario is pretty clearly geared for Rangers, Rogues, and other skill heavy and/or Survival types, but players have no way of knowing that before entering. I like the idea of a maze, but this one was clunky and frustrating.


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Fun with a Twist of Mayhem

4/5

I've both played and GM'ed this.

As a first exposure to Jalmeray, this is a little lacking in 'Jalmeray' flavor, as most of it could have happened almost anywhere. But that's ok, it's still fun.

The Good:

*The first encounter requires the PCs to not only lose the fight, but make it look good too! This is harder than it sounds.
*Getting to the monastery isn't difficult, and the PCs will probably have the opportunity to plan their entrance pretty carefully. This can make all the difference.

The Bad:

*The monks combat doesn't hold up well.
*While the PCs have options on how to deal with the BBEG, the general flavor and tactics of the encounter make this a little lackluster.


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An acquired taste

2/5

GM'ed, never played.

I incorporated some description from Phantom of the Opera to add a little atmosphere to the opera house. The players seemed to appreciate it.

The Good:

*By the end, the PCs have a very clear idea of how Taldor's ideas of status and culture works.
*Taking PCs out of their comfort zones (adventurers at an opera???) can open the door to interesting RP.
*A mouthy, spoiled NPC allows the PCs a chance to work out some frustration with few consequences (as long as they don't kill him).

The Bad:

*The main map is a sandbox, but a total lack of hints results in an attitude of "we wander around killing things until we happen across where we're supposed to be..."
*Like a lot of Season 0, the combats don't hold up well, but that could be overlooked if they weren't often repetitive as well.

This 1-7 scenario didn't suffer much from level spread, so if you really need to field a table of lvl 1s and lvl 5-7s, this would be a decent choice.

Summary:
I'm glad I ran it, but am not especially interested in the sequels.


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Creepy tragic fun, slightly dated

5/5

Played, not GM'd.

The opening hook is a little weak, but ok for Season 0.

This scenario has a lot of potential for creepiness and pathos, especially if the GM is a skilled RP-er. Black Waters also showcases just how important tactics can be, and makes the consequences of PC actions very obvious.

Tactically-minded PCs can make the fights less of a challenge, but even that works out.


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Fun, with a side of 'oops'

3/5

Played, not GM'ed.

Who doesn't have a love/hate relationship with the Blakros Museum?
This is a fun little scenario, and an example of sandboxing done well. (Though that can make for an anticlimactic finish if you get to the BBEG early while you still have most of your resources.)

The Good:

*The Museum map is well-designed and attractive.
*Blakros NPCs can easily be played in such a way that the GM can have them remember parties or individual PCs who have been to the Museum before. Hilarity may or may not ensue.

The Bad:

*Personally, I'm not fond of monkeys, but that isn't a problem with the scenario.
*More problematic is a party-wide 'save or suck' effect right at the beginning which can profoundly impact the party's ability to survive, let alone triumph. I chose to look at this as an early lesson in "life is not always fair". However, a lot of people like Mists as an 'early exposure to PFS' scenario, and that save or suck can leave a bad taste in the mouth...


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Lots of Fun

4/5

Disclaimer: I've GM'd this multiple times, but never played it.

It starts off a little slow, but after the into encounter things pick up nicely. A little railroady, but not too bad, and the PCs can jump rails without completely destroying the plot. No matter how often I run this, the players find something to do that I've never seen before.

The Good:

*Ettercaps. Ettercaps don't get nearly enough love.
*The idea of a group of organized crime pirates is fun.
*The maps are well-done, simple, and easy to follow.

The Bad:

*This being a 1-7 scenario, balancing the table can be tricky. This shouldn't be a high-death scenario, but a level 1-2 PC could be in trouble if the bulk of the table is higher level. The extreme level spread keeps this from being a 5 star.


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The Best Thing Paizo Has Done In Years

5/5

The loving attention to detail and well-researched occult elements makes this book a dream come true.

This book will blend seamlessly into the already-vibrant world of Pathfinder and Golarion, but it has an added attraction: You could make an entire campaign, or even an entire campaign world, using just this book. Something that versatile comes along rarely.

The Good:

*Several new occult-themed classes. The Occultist is like nothing I've seen before. Fabulous! The Spiritualist has some of the best parts of the Summoner without being nearly as problematic. The Medium offers a taste of Mythic without the worrying potential of Mythic taking the game into unexpected power levels.

*The section of equipment was clearly a labor of love by people who knew what they were doing. Bravo!

*The new rules chapter was very well executed, with good options and specific elements that can be cherry-picked for greatest enjoyment.

*Even several pre-existing classes got some love in the form of new Archetypes, Bloodlines, Discoveries, etc.

*The magic section has a lot of strong offerings for existing classes as well as the new ones, as well as introducing thought and emotion components.

The Meh:

*The Psychic, while enjoyable, feels a lot like an Int-based Sorcerer. Nothing wrong with that. But as the only class in the book with full spellcasting progression, I would have liked a little more individuality.

*The Kineticist is overpowered, and some of its archetypes are even more so. This will be an optimizer's go-to class. Again, nothing wrong with that, but it isn't something I enjoy seeing.

*The Psychic Duels and Mindscape rules. These rules aren't bad- far from it! I think they're wonderful. But unless the entire party is designed with psychic dueling in mind, you're going to end up with the dreaded 'split the party' issue. Basically, most of the players will be sitting around the table doing nothing while the GM guides 1 or 2 players through a dynamic landscape found only inside their own psyches. "Sorry, all you other players, this is going to take awhile. Why not go get a pizza? We'll still be here when you get back." Anyone who has played Shadowrun with a Decker at the table will know what I mean. Interesting, but not conducive to smooth table play.

(Not bad, just meh)

Overall, if I could give this 4.5 stars I would, but these issues don't drop it down to a 4 star for me.


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Excellent, and fun to run!

5/5

Disclaimer: I've only GM'd this, not played it.

The Good:
A nice blend of sandbox and linear elements.
Tough fights, but other options for dealing with them, beyond simply fighting.

The Chronicle sheet:
The 2 faction boons are spiffy, but I always enjoy seeing a 'general' boon. The 'negative' boon (anti-boon?) is cool too, and brings home the idea that screwing up has lingering consequences. Also, while I didn't run this as a Core scenario, I appreciate useful, non-Core equipment showing up on the chronicle sheet for Core purchase.

The Bad:

A minor issue with the main NPC:
While the NPC herself is pretty cool, and can be useful to the party without overshadowing any PCs, there were several occasions (especially at the final encounter) where the NPC was supposed to step up and either talk other NPCs down or help the PCs do so (assuming the NPC hasn't left the party). While the PCs are still often the ones making the rolls, it sometimes felt like the NPC was 'taking charge'. It kinda makes the PCs seem a little less cool. Also, I think most GMs feel like two NPCs talking to each other while the players watch gets a little awkward- nobody wants to watch a GM... play with themselves. ;-)

Overall, this is a fabulous adventure and an enjoyable contribution to the ongoing story arc! If I could give it more than 5 stars, I would!


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A well-executed dungeon crawl

5/5

It's a dungeon crawl, with everything that comes with that designation. But it's so much more. It explores a new part of Golarion. It promises a potential for later return to the area.

The encounters were interesting, and could be deadly if the PCs aren't careful.

The encounters are oddly laid out- depending on how the PCs proceed, they may be able to either avoid the bossfight entirely, or substantially weaken him by destroying a lot of his minions.

This might be my favorite scenario of Season 6.


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Solid Replay Scenario

3/5

The was fun to play, and will probably be fun to run. Like The Confirmation, it offers multiple replay options, keeping the scenario fresh for players and GMs alike.

This would probably have been a 4-star rating, if The Confirmation wasn't an obvious point of comparison. Wisp was good, but doesn't have quite the charm of Confirmation.


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A great start

4/5

I've only run this scenario.

This is a great start to a new series. With all the enjoyment of Goblins, Kobolds don't get nearly enough love. This scenario was fun to run, and uses lots of creatures that players don't see often.

My only complaint is that the players had difficulty following the exchange between the 2 NPCs in the early 'second mission briefing' section.


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Very pleasantly surprised

4/5

Let me just come out and say it: I don't play Bards in RPGs. I have no interest in playing Bards in RPGs. Never have, probably never will. So I wasn't expecting to enjoy playing the Bard in the ACG. When I got the S&S Base set, I 'took one for the team' and played Lem for utility & party balance. I didn't expect much. Boy was I wrong! Lem was oodles of fun, so much so that he became my go-to character whenever possible.

Then the Class Decks came out. I decided I would focus on just one, rather than my usual 'all over the place' style. So, torn between my love of playing Lem and my distaste for RPG Bards, I ordered the Bard Class Deck. How bad could it be? It would improve Lem, and came with some other characters as well. So I waited.

I was not disappointed. Not only did Lem improve, but the game as a whole did as well! The ACG is fun, but the Class Deck really improves things.

Pros:
Lem.
New items
New spells
New Allies

Cons: (and the reason this wasn't a 5 star review)
The other 3 Bards. Don't get me wrong- there's nothing wrong with them. But they just don't have Lem's versatility and charm. They're.... RPG Bards. And I don't play RPG Bards. But I'm sure a general Bard enthusiast would really enjoy them.

So, maybe it says something even stronger about the Bard Class Deck that I think so highly of it even without the other 3 characters. (In other words, I basically bought a Class Deck with 1 PC in it, since the other 3 I will likely never use- and I still feel like I got my money's worth.)


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Excellent, with a little adjustment required

4/5

'Risen' is a wonderful module, once the GM makes a few basic adjustments, most of which the writer has already noted as being needed. I'm not sure I would make this someone's first exposure to Pathfinder, but for an experienced group, this adventure is a blast!


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