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4/5

Played this at low tier. Party was sorcerer, witch, swashbuckler and hunter.

This is a good fun adventure that I would recommend you try and play. There is roleplay opportunity and the combats are suitably fun.

The only downside to this wasn't the scenario itself. Instead, it came from the sheer variety of spells, classes and abilities that have appeared in Pathfinder since the release of this scenario. Basically, while we had a lot of fun with this scenario we basically broke it because we had spells and abilities that were not thought of at the time which made some elements really easy. But don't let that deter you.


3/5

GM'ed this at the low tier with four players (witch, hunter, swashbuckler and warpriest).

Unfortunately I wasn't impressed. It is a simple go here and find us a suitable staging point but the three sites are just short descriptions with no room for encounters or real investigation. It also suffers from being a real railroad adventure with no player choice but to tag along for the ride.

Saying that my players had fun so I cannot really grumble but it needed less railroad and more investigative elements to make it better.


1/5

Played this at high tier.

After the first part this was rather disappointing. It is basically a slew of all too easy encounters that led to an overpowered final villain.

I expected a bit more from it.


3/5

Played this at the higher tier. Party was tiefling witch, human paladin, human barbarian (grappling build), wayang unchanined rogue and human sorcerer.

I had expected this to the a stupidly hard scenario yet most of it we breezed simply by use of Diplomacy. Two tough fights, one of which was way too hard (but eventually overcome by Diplomacy again) and should have been toned down.

All in all it was fun but rather disappointing. The boss fight needed to be toned down somewhat but being able to actually use Diplomacy for a change made the scenario that bit more fun.


3/5

Played this at low tier. The party was slayer, alchemist, warpriest and sorcerer NPC.

CSI: Magnimar is about the right feel for this scenario. The scenario is heavy on role play and investigation. Unfortunately the investigation is all too A to B to C with little wiggle room for player interaction. The combats are interesting and very tough but not too much.


3/5

Played this at low tier with 6 players.

The scenario is a little rail roady but it is a fun little dungeon crawl all the same.

There is little room for roleplay and the combat's are brief. Mostly it revolves around problem solving and traps which made it rather enjoyable for me.

Looking forward to playing part 2.


3/5

Ran this at the low tier. Party mix was barbarian, cleric, rogue, hunter and bloodrager.

Firstly, if you don't like the technology stuff stay away from this one. Nuff said.

Secondly, the party had troubles in the first half because although we had a lot of really good role-playing I don't think the hints are strong enough in the briefing to put characters in the right direction and because of that we overran on time.

The combat encounters are quite nice but at low tier were a little easy. The boss fight would have been suitable but we had an over optimized grapple monkey who did sort of spoil it. On the other hand I was pleased because otherwise the fight would have taken us well over our allotted time.

Not a bad scenario though.


Convoluted

2/5

Played this at low tier. Party was rogue, 2x sorcerer, shaman, arcanist and slayer.

From playing this and following discussion with the GM after the game, I believe that this scenario has far too much going on within the plot and simply not enough clues to do it properly. There are also some poorly thought out plot elements (or I should say plot holes) that we immediately saw through and when you think about it make no sense.

Roleplay is good for the scenario but you don't get enough out of the NPC's to really make it be worthwhile. Combats are simple and easily handled.

In the end we completed the scenario by just following our own ideas and ignoring where the story was trying to force us to go. Thankfully we had a GM who was willing to go along with it (especially after we pointed out all the plot holes).

I'm not going to rate it 1 star because we did have fun with it. PFS investigative scenarios need to be a damn sight better than this.


Good fun!

5/5

GM'd this at the higher tier and we had a real blast with this one. Party was warpriest, fighter/cleric, medium/brawler and a hellknight.

The investigative side is a bit light but if you like your combat you'll have a blast with this one. The fights are nice because they are just about right that you can pull off all the things you don't normally have time to do in most PFS scenarios.

Thumbs up to the author of this one.


Fun

3/5

Played this at low tier after completing the previous two parts. Party was ranger/rogue, ranger, sorcerer and fighter.

I think we won this scenario simply on the grounds of being diplomatic and not a bunch of murderhobo's which seems to be what the author was expecting. This made it very easy.

One element of the scenario I did think felt rather forced was a certain series of tests all of which seem to be based purely on skill checks that if you don't have, you'll not do very well at all. This was the only downside for me.


There's been a murder!

4/5

Played this at low tier with a party of 6.

This is only the second investigative PFS scenario I have played, the other being Throaty Mermaid. Compared to that scenario Scars is a far better story. The clues make more sense but you do have to work for them.

The scenario is pretty much all role play with only one combat encounter, and then it is rather too easy. Combat characters will be mostly bored through this so I recommend bringing your diplomats and investigators.


Weapon in the Rift

3/5

Played this at high tier in a party of five without hard mode.

Reading through the reviews I notice that people are giving this high review scores. I don't think it is anywhere near as good as a 4 or 5 star scenario.

To start with the players are dropped straight into it with very little opportunity to prepare for what they are about to face. There is also very little opportunity for roleplay and although it is essentially a dungeon crawl I would have liked more in this regard.

Secondly, if you are thinking of playing an arcane caster, don't bother. Magic missile was the only damage spell I had that could do anything worthwhile. This is a scenario aimed squarely at melee types, clerics and paladins in my opinion.

Thirdly, we lost a character to the final "event" which I won't spoil but those who have played it will know what I mean. While it may be thematic I know the player in question from out group was very unhappy about it and I don't blame him. There really wasn't a need for it to affect the player characters.

While I have focused on the negative aspects there, this is not a bad scenario. It just seems designed to be played by a specific type of party.


Jungle Fever

4/5

Played this with a party of 4 at low tier, continuing on from part 1.

I think this is a huge improvement over the first part of this story line. The encounters are much better and and they were just right for the low level party. Not overly keen on the chase mechanic but we had a good GM who expanded on it so that it felt flavorful.


It's Okay

3/5

Played this as a party of four at low tier.

As scenarios go it is ok. Fun but I found it a little disappointing in it's story, especially the end which has a twist that I found rather annoying (though I cannot speak for the others at my table). The encounters are rather weak and there wasn't anything I felt really memorable.

All in all I found it fairly average.


Tough Aquatic Fun

3/5

GM'ed this for the high tier. Party was Cleric, Monk, Witch and Ranger.

Firstly, it is good to have an aquatic scenario. PFS really needs a few more.

Secondly, this was probably a very very difficult scenario back when it first appeared but these days with the extra books available it is now about just right at high tier.

I enjoyed running this one although it is very combat heavy with little opportunity for roleplay.


Not Impressed

2/5

Played this at low tier. Party was debuffing oracle, very optimized gunslinger, a cleric (newbie player) and another I fighter. Not the best combination to be fair.

I found the scenario very light on role play except for one or two brief scenes. The rest was all rather combat heavy although nothing too nasty that even this party couldn't handle. A party even half way prepared will walk this one IMO.

It wasn't a bad scenario and we had fun, but I feel that it is lacking something that I can't quite put my finger on.


Frustrating but fun

3/5

Played this at high tier. Party composition was witch, hunter, wizard, oracle and bloodrager.

The story is simple but rather predictable. The first half was interesting but horribly irritating. I think most of us around the table felt a little cheated by how it plays out. It feels like it was designed with a party of pure monks in mind. It gets better afterwards but was a little too easy at the higher tier.

I would have liked to have given it a higher rating but the irritation I felt in the first half did spoil my enjoyment somewhat. It is not a bad scenario though.


Ok

3/5

Played this at the higher tier with four three players and an NPC bard.

The scenario starts as a nice role play story with a whole town to explore although we solved that element a lot quicker than expected due to sheer luck.

The last section of the scenario was just a little too tough for us as we didn't have a very balanced party and we suffered badly due to will saves. There are also role play elements that may cause issues with certain characters so that is worth considering.


It's Okay

3/5

GMed this for high tier.

Scenario idea is nice and if you can get the right vibe (thankfully we did for the most part) it has an Indiana Jones feel to it.

Unfortunately this is a prime example of how older scenarios do not stand up to characters who have access to anything past the core rulebook. The first encounter was a nice challenge but everything else was a walk over. The final boss died round 1 before getting to do anything for example.

There is a cool chase sequence but you need to embellish it a bit otherwise it is fairly bland.

We had fun though and that is what counts.


B-Movie Goodness

4/5

Ran this for PFS. Meant for four but ended up with a full seven players at the table which made a big difference.

First off, I loved this from a GM standpoint because it has a nice mix of Lovecraftian meets 50's B-Movie science fiction and it works wonderfully. Just right.

Taking into account that we had three players more than suggested I think that the encounters are just not tough enough once you get into the story. For the level of characters this is designed for it is still too easy to almost walk it in my opinion.

Good module. Fun times. A good option.


Thematic Thumbs Up

4/5

Ran this at high tier.

Had a real blast with this one. Nice thematic but combat heavy and I do mean heavy. There is almost no role play but that didn't spoil the enjoyment.

The best way to describe this was that it had a nice Stargate: Universe vibe to that we all felt and grabbed on to. In the hands of a good GM who can get that same feel out of it this is a good scenario even under Pathfinder rather than 3rd edition D&D.

The reason for not five stars was the pacing. The combats are a little too lengthy and we barely fit this into a four hour slot. We had to rush the empty rooms with minimal description. Even so this was one of the better scenarios that I've run in a long time.


Not bad

3/5

Played this at low tier with 5 players.

Nice scenario that is just right for new players. Experienced players will be left feeling a bit underwhelmed I think as the story is just straight forward (although we had a few unanswered questions) with some light encounters.

The scenario feels more like a guide to Irrisen than anything else with set pieces. There are opportunities for roleplay though if you are more into that side of the game.


Needs more investigation

3/5

I've played this once at low tier and GM'ed twice at low tier.

The premise of this one is simple; take a dead venture captain's body home for burial on a caravan across the desert. Murder happens and so do some rather nasty combats.

As it stands it isn't a bad early scenario. Some of the combats are a little too hard for the low levels and that can cause a problem. Where I feel that it fails is that as a murder mystery lite sort of story there isn't enough opportunity for role play and investigation.


Nice idea

3/5

Played this tonight (Core Campaign) and while I liked the idea of the mini quests I'd have preferred a regular scenario designed to introduce new players to PFS.

At the end the final fight was silly tough for 1st level characters and the evening ended with a TPK.


Fair RP scenario

3/5

Played at low tier.

If you like scenarios where role playing is more important then this is probably for you. There are plenty of RP opportunities and the encounters are suitably easy which makes a nice change.

The only grumble is the final "optional" encounter. Whoever thought that was fair needs a telling off. It didn't spoil the scenario but when the GM explained it after the game I was a bit PO at it and I think anyone would be.


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