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Sign in to create or edit a product review. ![]() Pathfinder Society Scenario #4–11: The Disappeared (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartPFS Meets Mission Impossible![]() ![]() ![]() ![]() ![]() Mission Impossible. That's the best description for this scenario. The other reviews already covered the great parts of this scenario: Fun mission, great setting, good roleplaying, fun puzzle, fantastic handouts, and out-of-the-box thinking might be needed. If you're a GM or player that doesn't like roleplaying scenarios, do everyone a favor and pass on it. Somehow our group blundered through this scenario, so if our 2 fighters and cleric can, anyone can do it. But maybe the GM was just being generous. Also, we split the party lots of times, you just have to know when to proceed and when to wait. I think this scenario teaches hard, but good lessons. ”Detailed Rating”:
Length: Short to Medium. It ran 3.5 hours for us, but many other groups were done in 2.5 hours. I think we had more fun though. Experience: Player with six players at subtier 4-5 with mediocre PCs, several playing up. Sweet Spot: TBD. Entertainment: I thought it was fun but the sky's the limit on this one. (9/10) Story: I really enjoyed the story elements, especially the small details about Zarta. Great handouts. (10/10) Roleplay: Disappeared has a lot of potential, which may or may not be realized. (9/10) Combat/Challenges: Easy combat challenges and fun roleplaying skill challenges. Puzzles that were neither too easy or too hard. (10/10) Maps: The last map could have had a better explanation, but overall, awesome. (10/10) Boons: This boon is a little more useful and powerful than normal. Having said that, it doesn't make a lot of sense. Why would we be in Cheliax's good graces after we infiltrated and ransacked their embassy? Sigh. Thanks anyway. (4/10) Uniqueness: There aren't many infiltration missions in PFS. (9/10) Faction Missions: I can't remember, not even sure they were handed out (season 5). (n/a) Overall: This scenarios has the potential to either be awesome or crash and burn. For us it rocked. (9/10) ![]() Pathfinder Society Scenario #4–19: The Night March of Kalkamedes (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartWonder and Mystery![]() ![]() ![]() ![]() ![]() This scenario instills a sense of wonder and mystery in the players, which is a rare thing these days. This scenario is an escort mission and a travel-based skill challenge scenario that rewards creative solutions, and it's strongly supported by a wonderful storyline. My only complaint about this scenario is that the scenario starts and ends strong, but the middle of the scenario seems like filler. The combats (especially the last one) need to be beefed up a little (NOT a lot!). Then the scenario would be perfect. ”Detailed Rating”:
Length: Medium. We finished in 3 hours. Experience: GM with 4 players, many playing up (APL 3.5). Player with 6 players at subtier 4-5, several of us were playing up. Sweet Spot: Both subtiers are fine, but some of the skill challenges might be too tough for subtier 1-2. Having 4 players instead of 6 will compound this problem. Entertainment: Lots of fun. (10/10) Story: One of the better PFS storylines. (9/10) Roleplay: Lots of roleplay without talking :0. (8/10) Combat/Challenges: March starts and ends great, but the middle is filler. The combats are too easy, especially the last encounter. Nice travel challenges. (8/10) Maps: Average. (7/10) Boons: Awesome. Thanks for allowing me to survive in Bonekeep. :) (10/10) Uniqueness: We really should have more escort missions. (10/10) Faction Missions: Seemed average. (7/10) Overall: A great mystery, adventure and storyline. Highly recommended for new players to PFS. (9/10) ![]() Pathfinder Society Scenario #5–02: The Wardstone Patrol (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartA Good Introduction to Season 5![]() ![]() ![]() ![]() ![]() I thought Wardstone was a good introduction to some of the themes in season 5. There was fair amount of roleplaying in this scenario but like any roleplaying scenario it will greatly depend on the players and GM. The main friendly NPC could have been fairly interesting but he wasn't portrayed in a realistic (or sympathetic) light. Also, the way the scenario ended was a bit silly and we made plenty of jokes about it. Also, although I thought there might have been some mystery in this scenario (I was expecting to fix the wardstone), there is none. I disagree with a previous reviewer; this scenario is extremely railroaded, but enjoyable none-the-less. If there was a fork in the road, I didn’t see it. ”Detailed Rating”:
Length: Short-medium. Will depend on your roleplay, but from what I can remember there are only 2 combats in this scenario. We finished in 3 hours. Experience: Player with 6 players at subtier 3-4 (some of them very weak), plus a level 6 barbarian. Sweet Spot: TBD. Entertainment: I liked the themes that were presented. (8/10) Story: 90% of the scenario’s story was good; the ending was so bad it was funny. (7/10) Roleplay: There could have been a lot of roleplay, the problem is that you need the GM or players to initiate it. There was no in-game reason to do it however. (7/10) Combat/Challenges: The last encounter was good, but the first encounter had no meaning. The deadliness was less than season 4, which is a good thing. (8/10) Maps: Basic but good. (7/10) Boons: OK, but I’d prefer a static bonus. (6/10) Uniqueness: The NPC hero was good, but his ending could have been better. (7/10) Faction Missions: Yay! No faction missions. Made it more enjoyable and made us feel more like a cohesive group. You really need to play your faction now for success, and factions like Qadira might be much harder to play. (10/10) Overall: A good solid introduction to season 5. It’s possible this scenario is better than my review, my GM wasn’t prepared and I received hardly any information about the Worldwound itself. (8/10). ![]() Pathfinder Chronicles: Curse of the Crimson Throne Map FolioPaizo Inc.![]() Print Edition Unavailable Add PDF $9.99 Great product![]() ![]() ![]() ![]() ![]() This is actually a great product. The giant poster map of the city of Korvosa and another giant map of the surrounding area in itself is worth the price. To print these off it would cost you $20 each, so you’re already saving money. You can then take the Korvosa poster map and laminate it. Your gaming group will love you, especially since the city of Korvosa will be used extensively. It was mentioned that the Korvosa city map is already included in the Korvosa city book and this is true. However that map isn't perfect (you have to cut the map away from the book, they messed up) and the color/lettering in map folio version is slightly better imo also. Also included are small color maps of every map used in the AP. These aren’t nearly as useful as the posters, but they can be useful to GMs when reading room description, because you won't need to constantly flip pages to see where the room is on the map (which is my bane when reading an AP). So all around, extremely useful, and a great cost savings. ![]() Pathfinder Society Scenario #4–23: Rivalry's End (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartCould have been better![]() ![]() ![]() ![]() ![]() The end of the Shadow Lodge could have been so much better. The problem with this scenario was mainly the story. When you have an intelligent enemy... they shouldn't be scripted to do unintelligent things "just so the PCs can win". Anyone who calls themselves a master manipulator and spy (and I'm talking about both end bosses here) should act much more discreetly and intelligently. Otherwise you don't live long enough to be 10th level, lol. I shouldn't leave the scenario thinking: "Wow, ____ is really f-ing stupid". The PCs shouldn't even have the *chance* to catch them unless we have a (good) plan. But honestly it comes down to winning initiative, just like every other combat. What's the point of having defenses in your lair if you're going to ignore them and fight killer hit squads anyway? You'd think a master spy would run/teleport away or at least attempt to trick us. Also, the end of the Shadow Lodge was just completely silly, it made no sense, his plans would be more easily accomplished with the status quo. I hope the end of the Lantern Lodge was better than this. Because of the stupidity of it all, the GM was forced to use fiat and cut screens, which no one likes. Spoiler:
You can't coup de grace in a surprise round with only a standard action, which leaves him trying to complete the coupe in the following round, and with a bad initiative score, just gets him killed. If the intention was to just stab the prisoner in the face, then he shouldn't have healed her to full health... idiot. Also, this situation shouldn't have even occurred, he could have merely thanked us, we'd leave, and then he could have done anything he wanted in privacy.
Also, I'm bothered by the horrible tactics that are used by the end boss. Seriously, if you feel the need to give her bad tactics in order to compensate for the fact that she's several levels above the PCs, just lower her level and give her good tactics. Sigh. The encounters could be deadly (at subtier 6-7) but there were several ways to solve them without raw power or optimization. ”Detailed Rating”:
Length: Medium. The scenario starts very slowly, with lots of red herrings and irrelevant time wasters. We were actually pressed against the 4 hour mark and hand waved most of the final encounter. If the time wasters are skimmed over at the beginning, it's also possible this scenario could be one of the fastest scenarios you've run as well. Experience: Player with 7 players at subtier 6-7 at APL 5 (three level 4 PCs). Decently made PCs but we played recklessly. I've also just read the scenario since I'm GMing it soon. Sweet Spot: Subtier 6-7 can be a PC killer. Average groups of PCs will enjoy it more at subtier 3-4. This scenario is not scaled appropriately for 4 players (and some aspects can't be scaled) and could lead to TPKs. Entertainment: OK dungeon crawl, but that's not what was needed. (6/10) Story: The end of the Shadow Lodge made no sense at all and making the PCs eat crow was not cool. (1/10) Roleplay: There was very little roleplay in a scenario that basically begged for meaningful roleplay and talking to the bosses. What we got was basically a dungeon crawl. Grrrrrrrrrr. You could argue there was roleplaying at the beginning, but it was meaningless and a time waster in my opinion. (2/10) Combat/Challenges: Some people didn't like the challenges, but I thought they were decent. Subtier 6-7 can be deadly. (7/10) Maps: Having the lower lair look like a spider looked nice but was a little silly. (7/10) Boons: Paizo staff implemented the boon so that a PC can only benefit from one faction retirement scenario. Well done. (10/10) Uniqueness: Standard dungeon crawl. Not impressed. (2/10) Faction Missions: The missions were above average and witty in some cases. (8/10) GM Preparation: This was perhaps the fastest scenario I've ever prepared. The clarity of the writing is excellent and the editing is also extremely good. Overall: I expected both the plot and the bad guys to be a lot smarter than what they were. The scenario begged for meaningful roleplaying moments but it was just another dungeon crawl. The ending was disappointing in several aspects. (5/10) ![]() Pathfinder Society Scenario #14: The Many Fortunes of Grandmaster Torch (OGL) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartMore Plot Holes than Transformers 2![]() ![]() ![]() ![]() ![]() This scenario is a romp through Sedeq, where the PCs apparently get to beat up whoever they like... with absolutely no consequences! This scenario is good for players who want to create mayhem, because apparently you can get away with anything in the streets of Sedeq (probably thanks to the PFS legal team and GM Torch). There are a lot of problems with this scenario:
2) Lack of Challenge: This scenario isn't challenging, even compared to other season 0 scenarios. 3) Lack of Gold: You'll receive a lot less gold than normal at subtiers 3-4 and 6-7, and even less if you're not a thug. 4) Thugs: There's only one way to solve each encounter (guess how?) and no guidelines for alternate solutions. 5) The plot doesn't make sense.:
The biggest thing that didn't make sense in this scenario was the overall premise. Grandmaster Torch sold defective artifacts to customers, so in order to not look bad, he then gets the PCs to rob and kill these customers. I would think that having his customers robbed specifically for the artifact he just sold them would ruin his reputation even more than admitting his mistake and refunding his customers. Especially given that GMT has ties to the PFS, was last seen with the PCs, and the PCs will stand out in Sedeq (and will probably not be wearing disguises). Terrible. One of the encounters is in a high security market (including an anti-magic field, weapons search, and only one way in and out!), and yet the PCs will be allowed to basically beat up and rob one of the stall owners with no consequences. The PCs shouldn't be allowed to rob a business in the secure market let alone leave it freely afterwards. Isn't that the point of the secure market??? Diplomatic or other social solutions weren't even suggested in the scenario, it's assumed to be a combat encounter.
The only reason to play/read this scenario is because Grandmaster Torch is in it. Having said that, it's a forgettable appearance and will make your players dislike him more. I suppose the other reason for playing this scenario is to emphasize that Pathfinders aren't "good guys" necessarily. Ratings:
Length: If the GM is prepared (with handouts, maps, etc), you can run this in 2 hours. Sweet Spot: Subtier 1-2 with brand new level 1 PCs. Experience: GM at subtier 1-2 with 4 players. Entertainment: Surprisingly fun, which is probably why it hasn't been retired. (8/10) Roleplay: OK. Will be better if GM adds fluff about Sedeq. (4/10) Combat/Challenges: Too easy and alternate solutions aren't considered. One PC can finish the scenario. (1/10) Maps: The last two encounters don't even have maps. (1/10) Boons: There's a cool (fluff only) boon in this chronicle, but it's never used in future scenarios that I know of. (6/10) Uniqueness: There's very little that's unique about the encounters in this scenario (with one exception), but I suppose the overall plot of mugging citizens in the streets of Sedeq (and getting away with it) is unique. (7/10) Faction Missions: The faction missions are actually pretty good, especially Taldor's. (9/10) Overall: It had the potential for more with better development. I want to give this scenario 1 star, but the truth is it's actually fun to play despite its faults. (4/10) ![]() Ultimate Spell Decks: Alchemist Spell Cards (PFRPG) PDFLouis Porter Jr. Design![]() Our Price: $1.99 Add to CartIncomplete Set of Spells![]() ![]() ![]() ![]() ![]() Unlike the Magus Spell Deck (which is a 5 star product), the Alchemist Spell Deck is missing all of the spells/extracts from both Ultimate Magic and Ultimate Combat. For example, even for my simple (of 1st level PC) needs, I found that the following spells were missing: Anticipate Peril, Illusion of Calm, Longshot, and Targeted Bomb Admixture. This could have been a great product but unfortunately it’s useless to me in the current condition. I’d like this company to fix their product and allow us to download the fixed version. Then I’ll change my rating accordingly. The Magus Spell Deck is a must have supplement, especially for new or casual players. This is how you use this product:
1) Pick the spells of a certain level you want. 2) Find the spells in the PDF and record the page number, in the order you desire. Example, "43, 96, 161, 189, 192, 204" which is “Color spray, Frostbite, Shocking Grasp, Unerring Weapon, Vanish, Warding Weapon” in that order. 3) Printing: When you print, in the Print dialog, find “pages to print”. Copy and paste the list of pages you created in step #2. Find a printer where you can print multiple pages per sheet of paper, and select printing 9 pages per sheet of paper (3 by 3). You should have 9 spells per page. The Magus Spell Deck is complete (as far as I can tell) and contains all Magus spells from Ultimate Magic and (the majority of) Magus spells from Ultimate Combat. The only thing I’d change about this product is perhaps making the borders smaller, decreasing the margins and using as much space as possible for text. When this is done, increase the size of the text (for at least some of the shorter spells). This is a great product and its been extremely helpful to me, especially when I’m trying to help new or casual players with spells. I've also used it when GMing and I need a reminder on 1-2 NPC spells. It's also been useful for conventions, because I can just print the spells I need (or have trouble remembering). Great product. This is a great and "realistic" watch station from a fantasy perspective. Side #1 is a small fort and side #2 is a small prison/dungeon. This flip map is versatile and can be used for locations other than a watch station. I believe Paizo is now using a new laminating material for the flip-maps. The new lamination is less rigid, so it should be easier to use on a gaming table. There were some concerns about the durability, but this map seems durable to me. This is a good change. Great map, looking forward to more! I found this scenario very average and unmemorable. It's an investigation scenario that wasn't sandboxy at all. Creative solutions in this scenario were not rewarded. GMs need more direction if alternative solutions are going to be allowed, especially if they bypass encounters. My GM felt that since nothing was written, that the course of action we selected wouldn't help. Unlike the previous reviewer, we didn't find any of the encounters challenging at all, even playing up. (I'm not trying to say that challenging is fun, I'm just saying it as a matter of fact). Detailed Rating:
Length: Maybe 3 hours? I think we skipped the optional encounter. The time went by slowly. Experience: Player with 6 well built PCs playing up (APL 5) to subtier 6-7. Sweet Spot: TBD. Entertainment: This scenario didn't engage me at all. (4/10) Story: Predictable from the 1st minute. (5/10) Roleplay: Very little and it was shortlived and uninteresting. (3/10) Combat/Challenges: There was one interesting and unique challenge. There was one decent puzzle. (7/10) Maps: Nothing special. (5/10) Boons: Interesting remark that provides no benefit, but may provide story elements in the future. In my experience, these remarks are either ignored by GMs or forgotten by players, or both. (6/10) Uniqueness: Only one encounter was unique, storyline was blah. (4/10) Faction Missions: Honestly, can't remember. Nothing stood out. (6/10) Overall: It was solid but unmemorable. This scenario probably deserves 3 stars, but I just wasn't entertained at all. (5/10) There were events in this scenario that directly affect the future of several faction leaders in PFS. If you care about your faction, you won't want to skip this scenario. This scenario is 70% roleplay, 30% deadly combat. The start of this scenario is a roleplay sandbox and I liked the mechanics of the skill challenge needed to succeed. We had some good roleplaying moments, but perhaps that was because of the GM. This was the best part of the scenario. One of the encounters was deadly without being particularly interesting or fun. The monster was tough because multiple immunities. When I played, only two PCs (out of six) could damage it while everyone else watched (and was probably ready to run away). Single boss encounters (without other interesting details or effects) just don't work and the encounter could have been designed a lot better. Also, the previous encounter could potentially make weak groups even weaker. Bad idea. I can imagine a lot of groups failing this scenario, especially if the GM doesn't allow them to access spellcasting services inside the citadel. The author should have been very specific about whether these services should even be available. Details like that are extremely important to limit table variance, because most of the time it's the difference between success and failure. This was probably the worst offense of the scenario. I heard there was a map of Citadel Vraid included (which is cool), but it wasn't needed for this scenario. I never saw the map and I think the scenario is better when the map isn't used. Ratings:
Length: 3 hours and we really took our time with the roleplay. Could be shorter. We skipped the optional encounter if there was one. Experience: Player with 5 decent PCs at subtier 8-9. Sweet Spot: TBD. Entertainment: I'm biased because I like roleplay. (8/10) Story: The meta story was good, the story in the scenario was only OK. (6/10) Roleplay: Open-ended roleplay with well written (and notable) NPCs. I like. (8/10) Combat/Challenges: The final encounter can kill at least one person in most groups. If PCs are missing from the prior encounter, it could be worse. (2/10) Maps: The main citadel map wasn't needed and the other two maps didn't stand out. (3/10) Boons: First boon, you could come out ahead 1000g, at worst you lose 500g, depends on you. The other boon was vague but I liked it anyway. (8/10) Uniqueness: The premise of this scenario is very special and ends a story arc. (8/10) Faction Missions: I like that many of the faction missions were shared with the main mission. (8/10) Overall: A short and fun excursion to meet famous Hell Knights, followed by poorly designed combat encounters. I might have given this scenario a lower rating, but I had a good experience (4 stars) and we avoided all of the shortcomings of this scenario. (7/10) Demon is a decent story-based investigation scenario with some good flavor. The creepy roleplay aspect of this scenario is where it really shines and should be the most memorable aspect of this scenario. The manor also has an excellent haunted house feel, and there is definitely a fear of the unknown. What kind of hellhole are you walking into? The main weakness of this scenario is that there's a lot of exposition (box text) and investigation without a lot happening. It vaguely reminds me of "Haunting of Hinojai", but more happened in Haunting. There were limited combats but also limited things to find. Maybe we missed something? Empty rooms with several lines of box text each can take significant session time and can ruin the pacing of the scenario, especially if the room-to-room searching isn't expedited. This isn't to say empty rooms are bad, but they could contain less irrelevant details (box text) and GMs should adapt their style. There aren't a lot of combats in this scenario, so I feel that the optional combat should be used especially if the players bypass other combats. There were a lot of handouts in this scenario, which I appreciated, although I'm not sure if everyone was as interested. It's a bit jarring to have no handouts in most scenarios and then six (?) in this scenario. Less would have been better. The story that was told through the hand outs about the farmers was good, but I didn't understand or appreciate the metaplot storyline since I've played limited season 4 scenarios. Also, I found the end story a little unrealistic.
End story:
In the last hand out, we found out that the main bad guy was going to take a few dozen small time criminals, perhaps supplemented with (weak) demons, and "destroy Absalom". First of all, Absalom has enough firepower to lay down a beat down of epic proportions to anything trying to destroy it. So give me a break. I thought we learned our lesson with "Silent Tide"? It would take something extremely powerful to threaten Absalom, which would instantly make it beyond level 3-7 PCs. Those type of threats are for level 14 PCs, which is beyond the scope of PFS. Leave saving the world for APs, in PFS we just want to contribute in some meaningful way. Also, if the NPC had the power to destroy Absalom, why would he leave letters around bragging about it and spoiling his plan? Seems silly. Can't we advance the plot in a more sophisticated way (something we'd at least have to figure out, possibly failing)?
Although the ending was suitably creepy and gory, it was anti-climatic and wasn't challenging at all. I think one PC took 5 damage. From falling. Exclusives at tier 3-7 aren't the time for soft encounters. EDIT: This scenario is not an easy scenario, there are two deadly encounters in it that were both bypassed and skipped when I played it. You've been warned. Also, there was a story element that forced the GM to cheat and use GM fiat to control, if the players made certain choices. I really dislike it when an adventure forces GM to break standard Pathfinder rules to ensure a certain storyline happens. To make it clear, I don't blame the GM at all, I blame the scenario. PCs should be allowed to do what they want to do without breaking adventures. This is major pet peeve of mine. I did not feel that the title of this scenario spoiled the scenario. Detailed Rating:
Length: Medium (4 hours). It could run a lot faster. We were slow in the briefing, searching empty rooms, and in general. We skipped the optional encounter. Experience: Player with 7 well built PC at subtier 3-4. Sweet Spot: TBD. Entertainment: I liked the buildup of tension, but the conclusion wasn't satisfying. (7/10) Story: Story will be lost to players who didn't play prior season 4 scenarios. Future storyline is too epic for PFS. I liked the handouts. (7/10) Roleplay: I liked how you can bypass encounter #2. I also liked the main sidekick NPC. (8/10) Combat/Challenges: Last encounter was too easy and the encounters in general were not unique enough. A big step back from Golemworks. (6/10) Maps: It looked great on paper, but ours was drawn on-the-fly. Probably bad for people who like to draw on-the-fly. (7/10) Boons: Significant and good boon. Only 1 person at my table of 7 achieved it. (8/10) Uniqueness: It kept us guessing for awhile. (8/10) Faction Missions: Average. Missions didn't contain any obscure skills, which was appreciated. (8/10) Overall: This scenario had excellent flavor, but not enough happened. I also dislike adventures that force GM fiat to complete pre-scripted storylines. This scenario deserves 4 stars based on flavor, unfortunately I can't get the taste of 'Magical Tea Party' out of my mouth. (7/10) Key was the best special event I've played so far (and I've played all of them). I liked the variety and choice in quests. I liked the creativity in the encounters. I liked the story. I loved the roleplay (which was the main feature). But I would have liked to know the significance of the key (which was probably part 2)! Many of the quests in this scenario involve convincing, persuading, bribing, influencing, and intimidating others, which some players might have a problem with (if they have a super hero complex). This scenario heavily favors rogue, bard, and other "Pathfinder" skills, which I thought was great. Paladins will have a tough time with this scenario, similar to "Severing Ties". The only thing I didn't like about this scenario was the encounter before the chase.
Before the chase:
I disliked how the chase encounter started. 4 wizards/sorcerers broke through plated glass (doing 14 AE damage to us! Which is unrealistic.) and landed on the floor. They weren't even invisible. Before we could make Perception or initiative rolls, they were able to use their scrolls. Seriously, that bothers me, why do scenario writers feel the need to break basic Pathfinder game rules and use GM fiat to make their plotlines and schemes happen? Write storylines so that you don't have to break the rules, and if the PCs somehow break your story, either plan for contingencies or allow them an easy victory in one encounter. This is a pet peeve of mine and it happens far too often for my liking. Btw, that guy who stole the key would have never made it out of that room either. He would have split alright... :)
Detailed Rating:
Length: Full 5 hours. Experience: Player with 5 (extremely well built) players at subtier 8-9. The two martial PC were level 10. 4 tables were playing this at once. Sweet Spot: TBD. Entertainment: I thought it was the best special so far. (8/10) Story: I liked that the story was straight forward and not convoluted. (8/10) Roleplay: Several great opportunities to roleplay but no NPCs stood out. (8/10) Combat/Challenges: Most were easy and one encounter we almost had a TPK. (8/10) Maps: Good use of flip maps, they always add to the scenario. (8/10) Boons: Best boon so far and was probably appreciated considering part 2. (10/10) Uniqueness: The bidding was cool, shows you how bad people are at bidding. Lol. The bidding was probably better with only 4 tables.(8/10) Faction Missions: None. (n/a) Overall: Best special event so far, was entertaining, fun, and different. (8/10) This is my first set of minis (out of 17) that I'm disappointed in. We buy paper minis specifically so we can run adventure paths, and unfortunately many of these minis are not good representations of specific NPCs. For example:
- Lamm looks like a farmer (compared to the picture on page 20 of CotCT). Lamm is the reason everyone comes together as a group, I find this unacceptable. - Sabina's iconic (sexy) armor and falchion are gone and replaced with generic knight platemail, longsword, and a commoner's wooden shield. WTF. (compared to page 25) - Zellara looks more like a barmaid than a fortune teller (compared to page 11) - Grau looks like a d****e, even more unsympathetic than before - Vankaskerkin looks more like a woodsman than a guardsman (compared to page 32) - Devargo looks like he came out of the Matrix (compared to page 37) - The dream spiders didn't have the correct markings on their backs - Thousand Bones looks like a Native American Indian, not a Shoanti (compared to page 48) Arrghhhh! It's so frustrating, why didn't he use the art that was already provided in CotCT?? The minis are so different from the artwork in the AP, I might as well used ANY minis to do the job!
On the bright side, I thought the artist did great on the NPCs that had a description but didn't have any art in CotCT. I especially like the NPCs and thugs at Eel's End. My advice is to use the artwork from the AP as much as possible in the future. If future sets are like this, I'll have to reconsider purchasing paper minis for APs. This book is how adventures should be done. It has everything: Climatic fight scenes, old enemies, old friends, surprises, lots of roleplay, lots of sandbox decisions to be made, epic fights, mysteries, and memorable moments. I even enjoyed the other parts of the product, namely:
Book #2 will work with either book #1 or books #3-6. The only negative aspects of this book are:
Spoiler:
Experience: Reading only. Entertainment: Had every element I want in an adventure. Void was unique. (10/10) Story: Enjoyable story that should be possible for the PCs to learn and discover. (9/10) Roleplay: Several good roleplaying moments. (8/10) Combat/Challenges: Very unique, but they’ll have to upgraded to PFS standards. (8/10) Maps: Good for what it is. (8/10) Uniqueness: Very unique and memorable. (9/10) Overall: A great adventure written for an underrated AP. (9/10) Immortal is another strong roleplaying scenario. It features a few fun puzzles, contains limited combat encounters, and is very similar to the scenario “Murder the Throaty Mermaid” in many respects. Which is to say it’s a great time with the right people. Like most roleplaying scenarios, this scenario is best played in a location where you can easily hear your GM. The only constructive criticism I have about the scenario is that I wish there was some kind of boon at the end of the chronicle. For example, for 20 PP, maybe extend our lives by 5-10 years and give us +1 save bonus to death effects? Sure, the boon might be a waste of PP, but it would be something interesting to talk about. ”Detailed Rating”:
Length: Long. We finished in 4.5 hours (skipped the optional encounter if there was one), but we blasted through the combat and puzzle portions of the scenario, so it could run longer for some groups. Experience: Player with 3 well built PCs and lovely Kyra at subtier 8-9. Sweet Spot: TBD. Entertainment: Was one of the best scenarios I’ve played, but the GM and players helped. (10/10) Story: A good story. (9/10) Roleplay: YES! Open-ended roleplaying and a chance to speak to most of the faction heads. (10/10) Combat/Challenges: I really liked the puzzles. I didn’t mind that the combat was easy, but perhaps it could have been a little more unique or the NPCs could have had better builds. (8/10) Maps: Great custom maps. (8/10) Boons: There should have been an interesting boon. Boooooooooooo! (1/10) Uniqueness: I like roleplaying scenarios like this a lot. More please. (9/10) Faction Missions: The missions forced us to interact with all of the guests, which was good. (8/10) Overall: Let your roleplaying freak flag fly high. There’s not only time for roleplaying, it’s recommended, and there’s lots of interesting NPCs to talk to. (9/10) Cyphermage is a basic straightforward investigation/combat mission. Does that make it bad? No, but it also doesn’t make it good. There was very little roleplaying, no problem solving or decision making was needed from the players (it was a bit of a railroad), and it contained no puzzles. It reminded me a little bit of “The Devil We Know 2: Cassomir’s Locker” in terms of what you can expect. On a positive note the scenario wasn’t so difficult that I couldn’t enjoy myself. It’s actually nice to destroy the opposition sometimes. We had a very non-optimal party and we did fine. This scenario will be seen as too easy by some people. ”About a difficult skill check”:
Some people had problems with a difficult Climb check. I however though it was fine.
First of all, it’s a realistic DC for what you’re trying to do, maybe even too easy, RAW. Climbing up the side of a ship (or even a wet sailboat), isn’t that easy.
I see no reason for complaints.
I can see why some reviewers were upset, the scenario lacks flavor and isn't interesting enough to run multiple times. This isn't a bad scenario, but it also wasn't worthy of being the exclusive this year. A scenario like Golemworks (with a high level of detail and complexity)would have been a better choice. Detailed Ratings:
Length: Medium. We finished in 3.5 hours (skipped the optional encounter). Experience: Player with 4 laughably non-optimal PCs at subtier 4-5. Sweet Spot: TBD. Entertainment: I was entertained, but perhaps the GM covered the weaknesses or mistakes in the scenario. (7/10) Story: Average. (5/10) Roleplay: No roleplay. (2/10) Combat/Challenges: Non-interesting/unique challenges. I however liked that the encounters weren’t extremely difficult as a change of pace. The optional encounter was lame. (4/10) Maps: Good use of flip maps again. (7/10) Boons: Some good minor boons. (7/10) Uniqueness: Meh. (2/10) Faction Missions: I liked the flavor of it and furthered the story. (8/10) Overall: Cyphermage is a simple, easy and relaxing scenario. (5/10) Ties has roleplaying elements, but for me the scenario felt a little flat. I think the problem was that the roleplaying wasn't deep or open-ended, and it always devolved into "Are you going to get me the McGuffin or not?" ”Certain encounters didn’t make a lot of sense.”:
I thought it didn’t make a lot of sense how it was so easy to get the hat. We also waved (get it... waved?) most of the encounter since we could hurt them and they couldn’t hurt us. Everyone at the table wondered what the point of the encounter was. I thought this guardian was a little over the top for subtier 1-2 and could easily lead to TPKs. (And yes, being revived also needs a DC 15 Fortitude save or die, a fact that most GMs will overlook). Again, I think that season 4 is too hard in general, and that it's bad (for PFS) to kill tier 1-5 PCs. I’m also not really sure I "get" (or like) the cult of Lissala as an enemy, but they're better than the Aspis so I won’t complain.
Detailed Ratings:
Length: Medium. We finished in 4 hours (skipped the optional encounter). Experience: Player with 5 well built PCs at subtier 1-2. Sweet Spot: TBD. Entertainment: The bar was fun; everything else was ‘ok’. (7/10) Story: The story was actually very good. (9/10) Roleplay: There was a lot of roleplay, but it just wasn’t entertaining. (6/10) Combat/Challenges: The encounters were deadly but not necessarily entertaining. (5/10) Maps: The last map seemed almost pointless. (6/10) Boons: A very good minor boon. (8/10) Uniqueness: Very unique for PFS. (9/10) Faction Missions: From what I saw, solid. (7/10) Overall: The concept of this scenario was awesome, however this scenario is deadly and I didn't find the details of this scenario interesting. Sorry. (7/10) I didn’t feel like this set was worth the money, especially compared to the value you get in other sets. What you get are only 2 pages of minis, and many of the designs are very simple and similar to each other (commoners). This is the smallest mini set I’ve seen yet, so I feel a little ripped off. It should be priced at $1. The colors aren’t vibrant, which was surprising since the minis are from Katapesh. The colors are very dull, duller than other paper mini sets. I was expecting an extension of the “The Howl of the Carrion King” paper mini set. Anyway, save your money, skip this set. This is an excellent set and worth the money. What you get are 16 pages of Halflings, each with very intricate custom art, covering all of the core classes, base classes, and I think all of the prestige classes and NPC classes as well. There are 2 minis for each class, one male, and one female. Anyway, I’m very pleased with the level of detail, unique clothing design/style, and color in each and every mini. Great work. This scenario had a good story… but it was too deadly. In my run of this scenario, the players had good system mastery, we had an ideal group composition, the perfect buffs, the perfect consumables, good spell selection, decent tactics, and we still barely made it out alive. Our two spellcasters were dropped into negatives once each. My fighter was 1 hit from death too. I’m not even sure how you’d do this scenario without one class ability in particular, I guess you’d need *great* tactics. My GM ran a few things wrong (doing more damage to us), but it still didn’t make a huge difference. Optimized "super groups" will like Green Market, since it will validate their play style. The only reason I’m giving this scenario 4 stars (instead of 3) is because there’s lots of foreshadowing (if you have the right skills), and you’re given time and ability to prepare (if you know what to do and have some system mastery). Also, lots of helpful items are dropped along the way. I’m not 100% convinced season 4 scenarios are being adjusted properly for 4 players. I know Golemworks didn’t scale well to 4 players in the final encounter. I won’t know for sure about Market until I read it, but it sure didn’t FEEL like it was scaled well, and maybe that was part of the problem. I think that if we had 6 players, it would have been significantly easier (and I wouldn't have felt like this was a killer scenario). About the Green Market itself. It had a good story, good investigation, and some potentially decent roleplaying moments (the NPCs aren’t that interesting, so it’s up to the players/GM to make it interesting, but the opportunity is there). Each combat encounter was well designed. I didn't like the faction missions in this scenario. They took up too much time and were basically a number of 1v1 roleplaying encounters that didn't involve the rest of the party, it was a very boring lull in the adventure. Also, most of the missions occurred before anything meaningful happenned, which killed the pacing of the scenario and made the start of the scenario more boring than it should have been. ”Detailed Rating”:
Length: Medium-long. We finished in 4 hours without the optional encounter (if there was one). We hit pretty hard, I’m sure you can go OT on this one. Experience: Player with 4 players (3 well-made PCs and 1 pregen) at subtier 8-9. Sweet Spot: TBD. Entertainment: I had a good time, but it was stressful and could have been much less entertaining if some rolls were different. (8/10) Story: A good unique story that was told through investigation. (9/10) Combat/Challenges: Well designed but too challenging, at least at subtier 8-9 with 4 players. We won with everyone at 15 hp or less at the end, too close. This scenario is going to eat up non-balanced groups. Nom nom nom. (6/10) Maps: I liked the main map. (8/10) Boons: The second best boon every created. A few unique items too. (10/10) Uniqueness: The story and setup of the final encounter were definitely unique. Like! (8/10) Faction Missions: See previous comments. (6/10) Overall: I find it hard to trash an obviously well designed scenario, but the difficulty level is being set too high for scenarios lately. Or perhaps I'm finding myself in too many 4 player tables and they're not scaled well. If your group isn’t well balanced, do yourself a favor and just walk away from this scenario. (7/10) I’d also like to remind reviewers not to include spoilers in reviews, especially without a spoiler tag. First and foremost, Mantis is a puzzle based scenario. Mantis has some of the best puzzles I’ve seen in PFS scenarios so far. The puzzles can be solved by average players, they have multiple solutions, and in general they’ll be enjoyable for most players. Hopefully the GM lets the players struggle a bit and doesn’t auto-solve the puzzle with mere dice rolls (otherwise, why have hand outs?). That’s my only criticism of the puzzles. Imo, the best way to handle puzzles is to have the relevant skills HELP with solving the puzzle (they provide hints and clues). I don’t want skill checks to outright bypass a puzzle altogether (unless the roll is extremely high, but even then I’d rather let the players think for a bit). Concerning the handouts, it’s important that you print and give all of them to your players. Even for summarizing what they know during the 1st “encounter” (no hand out is provided). It just makes everything clear. And make a copy for each player (I never got to see a few hand outs). That advice applies to puzzles in general. The combat encounters in Mantis are sometimes creative but underwhelming. Although the NPC builds are complex, they’re ineffective. This is compounded by the environment, poor tactics, and weak archetypes.
”For example”:
Some of the NPCs had acrobatic builds, yet they still couldn’t tumble past us without taking an AoO (which killed one of them). If a build can’t do what it’s designed to do, why bother? And the other mooks couldn’t use their feats to protect them because they weren’t adjacent. All of the assassin builds would have benefitted from using the ninja class (which wasn’t available at the time). In general I’d recommend that authors stop using the warrior class, they’re just too weak for their CR. Besides I don’t think Red Mantis assassins would use relatively untrained men-at-arms to back them up.
Like I was saying, in most of the encounters, the tactics the NPCs used (which was mostly a frontal assault), worked against them and made the scenario very easy (and non-thematic for assassins as well). The GM obviously has to update the plot based on the Shadow Lodge faction being part of the PFS. There is no “big reveal” and the “confrontation” at the end should be more of a celebration, which should lead to GM Torch and the PCs hunting down The Spider. The entire Shadow Lodge plot gets lost in the order of the scenarios. After the assassination attempt on GM Torch, it would make sense to go after the Spider. For many players at my table, they’d already killed her at level 1, which made the entire meta-plot a joke (which isn’t the authors fault). Epic conclusions to major plot lines need to be tier 7-11, not 1-7 (like Shadow’s Last Stand). So the proper order (if you care about the SL plotline) would be The Dalsine Affair, Mantis’s Prey, and then Shadows Last Stand 1+2. This is obviously very hard to do in the logical order. I hope in the future Paizo considers the tier when concluding storyline arcs. I also thought the story of the Allegro college was interesting (and good reading for the GM), but the players will only learn a fraction of it (and that’s only if they have the correct skills). This is unfortunate. ”Detailed Rating”:
Length: Medium. Took 3.5 hours without the optional encounter. Experience: Player with 6 players at subtier 7-8, with 5 well-made PCs and 1 pregen. I also read the scenario. Sweet Spot: Subtier 7-8. I think the combats would be far too easy at subtier 10-11. Entertainment: I was entertained, but then again I like puzzles and a good storyline. (8/10) Story: The story of both of the assassins and the college were good, the GM just needs to make sure the players discover it. (8/10) Roleplay: Talking / intimidating / belittled by GM Torch. Yes! (8/10) Combat/Challenges: This was hard to rate! The puzzles are 9/10, but the combat encounters are 3/10. (6/10) Maps: Good looking custom map, which at least catered to the BBGs abilities. (8/10) Boons: Excellent boons (not powerful, they just made sense). (8/10) Uniqueness: Great puzzles and a few very creative ideas were in this scenario. (9/10) Faction Missions: Creative faction missions which furthered the plot. (8/10) Overall: The puzzles, story, and location were creative and interesting enough to carry this scenario. (7/10) This book is probably the worst book #1 of any AP I’ve read. As a solo adventure, Shadow is OK. Unfortunately, Shadow is book #1 of an adventure path (AP). The job of book #1 of an AP is to "set the stage" for the rest of the AP, and Shadow fails at this job miserably. The main problem with Shadow (and the player’s guide) is that it’s disjointed from the rest of the AP. Running Shadow is like running “The Sopranos” on Golarion. Can mob campaigns be fun? Definitely! Will Riddleport, the NPCs you meet, and your base of operation (that you’ve been building) be completely irrelevant in books 2-6? Absolutely! And that’s one of the main problems. The other problem is that the players are encouraged to start the campaign with non-good PCs and then the rest of the AP relies on the fact that the PCs are heroes that will sacrifice everything to save the world. This book basically just sets the rest of the AP up for failure. On its own, Shadow is “OK”, but I find the encounters are rather mundane compared to other products (like Pathfinder Society Organized Play). Also, if you’re a thinking person, the storyline could be better.
”Storyline”:
When the PCs stop some thugs from robbing the casino, they’re made partners in the business, which I find very silly. If people were that gullible in Riddleport, I would hire some thugs just to become a partner in someone's successful business. It’s even more ridiculous that five (weak) level 1 thugs would even try to rob the casino with 100+ patrons in it, all of them which are at least as tough as them. It’s insanity. In a pirate town, I’m guessing the offense for something like that would be death. I don't think most common thugs would do this. I also thought it made no sense why the PCs boss would want to kill them. Because they're "becoming too powerful" and could take him out? The only way this would make sense would be if the PCs were evil, in which case they don't work with the rest of the AP. How about just firing them? At one point, one of the major crime families loses six level 1 thugs to the PCs and has to spend time to replenish their "army". In a pirate town, this is unrealistic, either that or Riddleport is pathetic. Also, I find it farfetched that Depora (a fighter) could conduct business in Riddleport. She has:
I find the likelihood of Depora being successful highly unlikely. Interacting with the locals is perhaps the biggest threat to the Drow succeeding, and if it has to happen, the Drow wouldn't send a fighter.
The supporting article on Riddleport was good. The bestiary was not. The side quest was OK. With the exception of Ghoulette (which is awesome), the gambling games are forgettable. Maybe the worst thing that can happen is that your players love Riddleport, because the PCs won’t see Riddleport, their casino, or gambling after book #1. Don’t get me wrong, I think this is a great AP, I just think that if you’re going to run this AP, I would ignore most of Shadows in the Sky, read the support articles, and run something else in Riddleport (adventures in Riddleport while investigating "the blot"), and then run books 2-6. You could also run a mini-campaign with books #1-3. Second Darkness is a good AP as long as you don't mix book #1 with #3-6. Market is an investigation scenario with a few unique strategy and roleplaying elements. The initial investigation acts are average, however the subsequent acts of hunting down the poacher makes up for it. **SPOILERS** The main thing I didn't like were certain story elements:
I thought parts of the investigation were contrived, although it wasn't bad enough to ruin the scenario. For example, if you're an assassin, why would you use unique arrows that can be traced back to you, unless you WANT the crime to be traced back to you? You might as well leave a business card. Part of the plot revolved around the boss dropping arrows. I can see her dropping an arrow at a single crime scene, but from what I can remember it happened more than once. It seems unlikely. And if you're blackmailing someone, why not use a disguise (or even better a Hat of Disguise)? Some GMs say you should be able to use the spell Locate Object to track the keg/arrow and find the boss. Unfortunately, the spell doesn't work that way and is extremely limited. With a scroll, the range is a 540' and you have only 3 minutes to find it. You'd basically have to be in the same location already for it to work. My group thought the warehouse scene was the weakest act. It took at least 40+ minutes (going round by round and needing checks every round from each PC) and my group found it uneventful.
Warning: There's a chase scene. Chase scenes get a bad rap, but for my group this was actually the best part of the scenario. That's because the GM ran each stage as a mini-roleplaying event, and it ended up being quite funny for us. It's unfortunate that a lot of GMs remove this encounter and that more GMs haven't learned to run chase scenes so that they're actually fun. The final act has a well designed NPC (finally!), so most players will enjoy the challenge. Overall: Once you get through the initial acts, Market is a fun little investigation scenario. (7/10) Golemworks is an excellent horror scenario. It's really sick and twisted in parts, which I enjoyed! It can also be toned down for more sensitive players, and I'm sure the horror theme can be cranked up as well. The horror aspect is going to depend heavily on the GM of course, but the framework is there, and it should be decent with most GMs. I have the following criticisms of this excellent scenario:
Regarding 'B', my GM didn't run this scenario properly (which is why I rated the scenario lower previously). However, this might have been done on purpose since it could have been too deadly otherwise. Story issues:
The 1st relates to the main story itself. For a bad guy to be truly memorable, we need to understand the bad guy. Before reading the scenario, I didn't understand the motivations of the BBG. Was he just crazy? Was he Aspis Consortium? Was he both? I didn't know, it was just confusing. I think the problem is that GMs often don't create (extra) hand outs for complex story elements, and complex stories get lost at noisy locations (most big conventions). Also, it wasn't logical that the BBG would destroy his entire life (with the Golemworks) just to have a low percentage chance of killing some Pathfinders. That just doesn't make sense to me. For someone so smart, why was his plan so stupid? And for a few gold? I'm not sure I like the Aspis Consortium as an enemy in season 4. There's just not enough reason to be passionate enough about killing them, or for them to put much effort into killing us. I hope season 4 will evolve into fighting a more ancient and sinister evil. Previously I wrote that the BBG fight was anti-climatic, but the issue was with my GM, not the scenario. Finally (and I hate to have an alignment debate), but CN doesn't mean crazy. That dude was clearly CE, as a matter of fact he's the very definition of evil. You can be insane and evil you know. He was not the Diet Pepsi of evil! Anyway, his 'neutrality' ruined Protection from Evil and in a party of 4 it was nearly devastating. Off topic, but I don't think neutral should get a free pass, they should be affected by BOTH Protection from Good and Evil.
Detailed Ratings:
Length: Medium. We finished in 4 hours (including the optional encounter). Experience: Player with 4 well built PCs at subtier 8-9. I also read the scenario and plan to GM it soon. Sweet Spot: Both subtiers are deadly. Entertainment: The creepiness, horror, and roleplay elements are fantastic. (10/10) Story: I didn't feel the story was conveyed very well to the players without the GM creating his own hand outs. I left Gencon knowing nothing about the background story. (5/10) Roleplay: There were strong roleplay elements. (8/10) Combat/Challenges: Golemworks had some great horror encounters. Two of the encounters are potentially too challenging. (8/10) Maps: The maps and locations were also great. The final map looked great, especially in color. (10/10) Boons: There is a unique flavor item in the chronicle. Not 100% useful but funny and appreciated. (8/10) Uniqueness: I liked the sick horror theme. The enemy was truly twisted, I wish he had a recurring appearance and more to say. (8/10) Faction Missions: Overall nothing stood out, but they were all very solid. (8/10) Overall: Golemworks is a sick and creepy scenario worth playing. (9/10)
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