Demon

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Goblinworks Executive Founder. Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber. ****** Venture-Captain, Washington D.C. 315 posts (596 including aliases). 9 reviews. No lists. No wishlists. 22 Organized Play characters. 2 aliases.



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Worst Railroad scenario ever

1/5

This scenario is terrible. It forces you to make decisions that are not going to work for any character in this game. If you play this, please put aside your thoughts about how Pathfinders ought to properly act. My entire table is literally angry about the way this scenario forced us into decisions. I'll avoid putting the details in, even under a spoiler, but I've rarely seen a scenario leave a table so angry.


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Great idea but very flawed

2/5

The entire idea behind this scenario is great. I like a lot of it. however, it suffers from a major flaw. There are many better 1-5 scenarios, and since this doesn't really add anything to an overall plot, I would just skip it.

Spoiler:

If you don't have anyone in the party who can cast "Speak with Plants" the scenario makes NO sense. We ran two tables of it two days ago, and neither table could cast it. Both tables were lost on what was going. You also really need TWO castings of the spell to figure everything out reasonably. The better solution would have been a magic item that allows speaking with plants.


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A well done adventure

4/5

Overall, this was a great scenario. Some of the battles can be challenging, and some of them are not, nor are they intended to be. I love the "Sandbox" feel to it. It gave the party several options of what to do, which was really nice. Additionally, this scenario made great use of available maps, which is a HUGE plus in my book.

The lack of 5 stars comes down to two things for me. 1. The only map that needs to be drawn was huge, and depending on the locations available, it is just too large for some tables. 2. I feel like a lot of the faction missions were too vague to be able to accomplish without being overt to the players as GM on how to achieve them.


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Everyone should play this!

5/5

This a a great scenario. Not only does it have great flavor for Pathfinder Society, it is a good introduction to new players. It really has a great feel to it, and the random encounters are a nice way to make the scenario different every time. Well done!


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Good and bad

3/5

There are a lot of good points to this scenario. Challenging combat (as you expect from Season 4). The Scenario does a good job of advancing the plot of Season 4 as well, and overall provides a great feel.

I'm not sure if some of my problems come from the way the GM ran it, or the way it was written, but it seems like if you do not have good diplomacy in your party, you will never be very successful at this module. We had some decent people, but our rolls were terrible. We spent way too long in the town trying to figure out how to contact the cult. We are supposed to be infiltrating a cult, so you should not be going around asking "Hey, do you know where i can find this cult?"

I also wondered about the ritual that happens. It seemed to us that it was not optional to go through that, so most of us did so until the end of the party's turn came up.

There also seemed to be some confusing about using Coup de Grace in the scenario. The GM tried to do so to a person with a bag over the head, but you cannot execute a coup against someone who is not at least being held down (pinned after grapple) or held. That needs to be looked into as well.

Overall we had fun, but this ran HOURS longer than it should have, mostly due to the time spent in town.


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Really?

2/5

While the premise of the module is nice, I'm dropping it two stars for the map. It looks beautiful on the print out, then, as a GM, you have to draw it. First off, I've looked multiple times, and read the intro, and nowhere does it list the scale of the map. Due to the size, I'm assuming it's 5' squares, but recently mods have come up with 10' squares, so confirmation would be nice.

Secondly, drawing this thing is a nightmare. the stair drawings make it hard to even count the squares to get it drawn properly.

I will say I enjoy how it wraps up the season. But as a GM, I can't give this any more stars due to map issues.


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A lot of fun!

4/5

This scenario is a lot of fun. The regular ratfolk were not terribly challenging for my group, due to many high AC people (Like 30), which couldn't be hit. But once that area passed, it was a lot more deadly. I like that the first encounter might give the players a false sense of security.

I appreciate that the cave maps were existing ones so I wasn't forced to draw a large cave. The rest of the maps were super easy to draw, which was great.

I wish there were ratfolk minis to use for this scenario. Or one for the Gug.

This scenario requires a little more prep that some do, just to make sure you run it correctly. But it's worth it.


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Not bad...

3/5

Overall the adventure is pretty good. Biggest issues involve proper size and scale of the map and a little oddness in the way part of the last combat goes. Mostly it went pretty well for our party, with one exception. It'd certainly be willing to run it at some point.


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Disappointing and worth skipping

2/5

This module is mostly an exercise in frustration for both players and DM's. The second encounter in the module is just too easy. We were playing up, and even that wasn't a problem for us in the slightest. The other two encounters are just annoying with the first being potentially lethal while being annoying. The first one makes sense, however, just that with the wrong party mix, it can take way too long. The last monster doesn't really fit in at all, and the encounter is just not well thought out, nor is the monster.