Asmodeus Mirage gives a nice setting, reminds me of the Dune trilogy. The premise, as always, bodes well and keeps going good until you get to the mirage itself. It has a needless minigame attached to it, and the most random encounters yet to be seen in an adventure.
For the DM at some times it seems hard to understand what the motives of the monsters are. And frankly they seem to go the "he/she/it is just mad" line. With slight modifying and more reasoning with less odd encounters this can be made a whole lot better. In its current form it's a pile of random encounters.
I honestly can't say I liked this. The premise bodes well, but once you get to the site it all seems to go wrong. Some might congratulate the scenario for very diverse, tactical combat encounters but frankly they are merely forced into the puzzle. Oh, and as if there is a puzzle.
Very strenous for a DM to pull. Requires a lot of heavy modifications to make the encounters a bit more sensible. Definitely one of the worst PFS modules. Too video-gamey.
Words aren't sufficient to explain the sheer awesomeness of this scenario. It's packed with excitement, intense combats, and most of all a logical plot with a great atmosphere.
A shame this is only as Tier 5-6 minimum. This'd be an excellent way to introduce new players to the Society.
I ran this two times, and both times it was a really nice experience. It's a dungeon delve, don't get me wrong. Unlike most dungeon delves, it provides a good reason and doesn't go too far with the monsters.
Adding elements to give the necropolis more of a claustrophobic feeling further strengthens the atmosphere. With an already strong feeling tied to the scenario it sums up to a neat pack of encounters with enough opportunities to roleplay and make yourself useful.
A mad house with all kinds of things going wrong and all that. A tad uninspiring, nothing much to cling to. Requires a lot from the DM to make it truly interesting. Adventure location is bland.
Combat encounters are alright, and there's a really good base for roleplaying. Maybe watching that new museum movie thing before the scenario helps.
One of the best scenarios that have appeared in the Pathfinder Society. The combat encounters are intriguing, give the players a chance to be clever, and are challenging just enough. The plot itself is not mind-blowing, but it doesn't need to be.
Also I was pleased to see the seeked artifact to be used instead of just being an object with no real relevance. Furthermore, the end is a nice change of pace.
Hydra's Fang has an intriguing plot behind it all, but unfortunately to the players it is kept hidden a bit too well. Some events might not make any sense to a casual observer. Luckily matters like this are repairable.
It's rather combat-heavy but provides a good base for roleplaying. It's good for, say, four 2nd-level characters, but any higher and it'd be too much of a cakewalk on Tier 1-2. I haven't seen Tier 4-5 in action, but looking at the encounters it seems it'd be even more of a cakewalk. Aim this to be the characters' third or fourth adventure.
I can praise this module with reason. The story is compact, logical, and intriguing enough for players. Faction quests are also good and combats use the terrain. The feeling and atmosphere are fitting and the idea of a drowning "city" is wonderful. Very good work, I recommend this piece!
As a downside the combat encounters are ridiculously easy. They could use some work.
Being the first Pathfinder Society scenario I played, I must admit I enjoyed the experience. The plot was coherent, interesting, and easy to follow. The combats felt dangerous and exciting, just what a scenario needs to be intriguing. The faction missions were good except for one, whose mission was glued in by force. Also one encounter felt really out-of-place, irrelevant to the story so to speak. Albeit the minor issues, it's a solid module worthy of the praise.