Akata

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Organized Play Member. 381 posts. 120 reviews. No lists. No wishlists. 29 Organized Play characters.



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4/5

GM review.
Party composition: Investigator 4, Alchemist 4, Brawler 5 and Cleric 7.

This scenario, despite the blurb, is a fantastic investigative scenario. This pleased the players a lot as they expected a typical caravan escort type scenario.

The investigation elements are probably 70% of the story presented and it works very well. The links to the later elements are a bit tenuous I think and there should have been a stronger connection to help the players down the right path. Because of that we overran our four hour slot but only just.

Had the plot being clearer after the investigation stages I would have given this a 5 star rating.


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5/5

The campaign continues with a great little Gothic horror story full of haunted houses, phantoms and madness. A great change of tact after the first part of the campaign. Another well written scenario.


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5/5

One of the best campaigns ever starts here. Runelords has everything for the traditional fantasy adventure: a village base, some wilderness adventure and a couple dungeons to explore. I can't recommend it enough.


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3/5

Player review.

I had been looking forward to this one simply on account of the title. I have to say that the story elements and the setting were top notch. Where we all found it lost points was just how overpowered we found most of the fights. Even for experienced players we found them too difficult for the levels.


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4/5

Player review.

After the last couple books this one was a nice change of pace. Zapped off to another world with strange alien peoples and dragons, it gave us a chance to get some tactical play and big combats in. I don't know that the events of this one help carry the plot but was one of the more enjoyable chapters in the campaign.


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3/5

Player review.

This book is a fairly basic wilderness and then dungeon crawl. While I don't mind dungeon romps this one was rather simple and unimpressive. The downside is that there wasn't enough treasure for the level of the game at this point.


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3/5

Player review.

I'll be honest that after playing this chapter I was not all that impressed. The story was good but it was the usual AP elements that disappointed me. For a mostly urban adventure we found that the setting stopped us being able to buy and sell so we felt woefully unprepared. APs don't seem to want you being up to party wealth levels. But the story was good and we all enjoyed that element a lot.


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3/5

Finally got around to running this part. My group was a witch, wizard, fighter/cleric and a rogue.

It isn't a bad culmination to the arc. The setting is quite nice and the realisation of what is going on behind closed doors of the society was a nice eye-opener for the players (although I imagine we all figured that was the case anyway).

With that in mind though, part 4 is just a continuous dungeon crawl with puzzles and traps. A couple encounters were not very well explained and at least one puzzle probably needed a clearer solution (part of this level just found another way around it anyway). Final encounter was very memorable though and we all had a good time with that one.

A good ending. Thumbs up. I would like to see more end of career type mini-arcs though.


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2/5

Played at low tier. Party was Hunter, Ranger, Fighter, Wizard, Shaman and War Priest.

The plot for this scenario is quite simple but I felt that the actual play out was a bit disappointing. There are elements at the start which seem to have no purpose but to time waste but the roleplay elements were quite nice if rather short. Some left more questions that we never saw answers to as players.

The fights were okay but a little awkward and a couple of us sat out most of one because of afflicting conditions. Nothing was too tough though just time consuming.

I'm not a fan of puzzles mainly because I don't have the head for it. Same was said of another player at the table and we just left the others to get on with it. If the GM had not been nice we might still be sitting there now trying to work it out.

The scenario has a nice premise but takes too long (we have a venue that gives us a hard 4 hour block) and the puzzle element just was not fun.


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3/5

GM'd this tonight for the middle tier. Party was a sorcerer, witch/wizard, fighter and a (chained) summoner.

I was quite stoked for running this as I had thoroughly enjoyed running the previous scenario, Halls of the Flesh Eaters. Unfortunately I found it rather lacking. The creepy atmosphere just wasn't there this time, and rather than being a regular dungeon level it is just a series of four rooms with a random bit of maze exploration in between (and you don't even need to try and explore it).

The encounters can largely be dealt with through roleplay which is what happened with my group this session, but combat is a possibility. At the mid tier we found the combats far too easy though.

A nice continuation of the Gloomspires storyline but I had hoped for something more atmospheric and creepy. Looking forward to the next step though.


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5/5

This campaign has had it's ups and downs, that includes the quality of the mid-section books. Pyramid of the Sky Pharaoh however comes back with a vengeance. It is basically a huge dungeon crawl but one that feels challenging for the levels of the characters and gives them the chance to use the cool abilities that they have by this level. Thoroughly enjoyed it. One of the best Pathfinder campaigns I have run.


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4/5

Played this scenario at high tier. Party was Witch, Fighter, Hunter and Bard.

An entertaining and enjoyable journey through the dark lands seeking to rescue captives taken by Duergar slavers. The scenario is fairly straightforward from point A to point B but without feeling too rail-roaded. The encounters are fun and suitably challenging. We probably found them slightly harder due to our party composition. Even so we had a good series of combat encounters.

One of the nice elements for me was that certain actions modified how and when certain encounters took place which was a fresh addition to a PFS scenario. Certainly something I would like to see more of in the future.


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3/5

Played this at high tier. Party composition was Druid, hunter, fighter, paladin and shaman.

I liked this scenario. Lots of investigation and roleplay with little in the combat department. Nice to have a full roleplay based scenario again. The fights seemed fair and balanced when they did occur. Our GM used the Harrow cards to add something cool to the adventure.

Apparently we did so well in the final encounter that most of the published tactics and game mechanics had to largely be ignored. Again, good to see a scenario where the actions and rolls of the characters can affect things.


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4/5

Played this at high tier. Part was Slayer, Hunter, Swashbuckler and Bard. Very odd party but we made do.

Not a bad adventure. Rather fun. My only grumble is that other than reference it has nothing to do with the original Azlant Ridge scenarios. I was hoping for a continuation.

The combats are about right and there is opportunity for role-players to get their side of the game.


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3/5

Played this at high tier.

A nice jungle adventure that works better if the players have played the previous scenarios in this plot arc. I enjoyed the journey aspect but as is usual in these cases our GM had to embellish the trip just a little otherwise it's just scene after scene.

The encounters were tough but not too much. I felt that we could have been in trouble but the scenario was just right.


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3/5

Player review.

An interesting start to a campaign. Lots of role play and some interesting encounters to keep the combat types happy. I have two grumbles though. One is that the encounters seem arbitrary, just set to sow off the events taking place. I'd have much preferred to just get on with the story than keep having to have unnecessary encounters when GM description will do. Secondly, like most AP's, there just isn't the opportunity to sell stuff and buy equipment. After several AP's this just gets old.


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3/5

Played this at low tier. Party was kineticist, unchained summoner, sorcerer and samurai.

This is a simple and straight forward scenario. There is some roleplay opportunities but they are few and the players have to make that choice. Otherwise it is a basic dungeon crawl which will please combat characters.

Fun scenario but not for the role players.


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4/5


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3/5

From both a player and a GM perspective this scenario is fairly bland and average. Typical of the starting season really.


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John Carter of Akiton

4/5

GM review.

For myself, this is the best and most enjoyable chapter of this series. I love that we at last get some off world action and how John Carter this scenario feels. Big thumbs up.

The actual adventure is just straight forward and while their is some role play it is mostly big epic combats where the players get to show what their big heroes are capable of. My players loved it.

The only thing that prevents me from giving this chapter 5 stars is the aerial chase sequence. Rather than give us something straight forward we get pointless and time wasting randomness, which everyone at my table felt broke the pace of the story.


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4/5

Played this at the lower tier.

First part of this scenario is heavy roleplay with some great moments for those who like to think outside the box. The rest is a fairly interesting dungeon crawl with some cool encounters and a shed load of suspenseful atmosphere.

There are a couple parts which feel like red herrings but we enjoyed it a lot even so. A good fun scenario.


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3/5

Played this at the high tier. Party was cleric NPC, sorcerer 11, swashbuckler 7 and fighter 11/cleric 1.

The scenario is an early straight forward adventure. It is very railroad with the party starting at point A, and the going through point B, point C...etc. While this is usually very dull the adventure does have some role play opportunities and some nice challenging fights.

Not too bad but needs a bit more to it.


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2/5

GM's perspective:

This from the GM's side of things is a rather boring chapter in the campaign. It starts too sandbox and then becomes a series of short encounters followed by an overly large and dull dungeon exploration.
Some encounters are just way too tough even for characters of the appropriate level. Some fights are just not suitably balanced.

I was a little disappointed considering how well the whole adventure path started off.


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3/5

GM review.

After the full on fest that was part 1, this scenario goes back to the regular scenario style. Thankfully it also reduces the time and we were able to do this in four hours.

This scenario is split into two with only a very basic link between the two. The first half was full of role play with a tough encounters. The second half was all to brief and little more than a fight. I really enjoyed running the first half but the second failed partly because the BBEG's tactics just did not stand up to what the PC's could bring to the table.


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3/5

I played this scenario.
Party was kineticist 1, paladin 1, druid 1 and gunslinger 2.

This scenario is split effectively into two parts. One half is nicely role play and problem solving heavy while the other is more traditional adventuring. The role play side of it is very good but the more combat orientated side was just a walkthrough and over far too quickly (but probably because we found another way around it)

For me it was an average scenario. If your party is up for role play then it's great but pure combat parties and characters probably won't enjoy it as much.


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