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RPG Superstar 6 Season Star Voter. ** Pathfinder Society GM. 3,127 posts (3,154 including aliases). 240 reviews. 1 list. No wishlists. 22 Organized Play characters.



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Stompin' the baddies

4/5

Stairs is a combat romp in a great setting with challenging opponents. There isn’t a lot of roleplaying, however the setting and maps are interesting and it’s a good time.

This scenario had a "Rise of the Runelords" feel to it, which I enjoyed. I was really glad to see an iconic monster return to PFS! I was also glad to see an abundance of useful items on the chronicle sheet. I liked the references to the cooking pots, which can have the gore level increased or decreased depending on the group/GM. The reference to Xin Shalast was also exciting, hope we get to explore it.

”Detailed Rating”:

Length: Long. We barely finished in over 4 hours (and handwaved the end of an encounter) and could have used 4.5 hours. And this was with every other factor being perfect (GM prepared, maps done, chronicles done, players fast, 2 factions only). Could take 5 hours for some groups.
Experience: Player with 6 players at subtier 7-8. 2 well-made PCs and 4 pregens. I've also read the scenario.
Sweet Spot: Subtier 7-8. With a prepared GM, subtier 10-11 is too challenging and I'd avoid it.
Entertainment: There were some things I hadn’t seen before, but it didn’t crush us and everyone had a good time. (8/10)
Story: Story wasn’t that interesting but it didn’t need to be. Go there and kick butt. (6/10)
Roleplay: Very little roleplay. There is one roleplay encounter but we had to handwave it for time, so this might not be a fair rating. (4/10)
Combat/Challenges: Stairs is a combat sandbox for GMs, and based on the GM alone it can be extremely challenging or mildly challenging. The NPCs have a lot of options, and GMs should be prepared, because the NPCs are complex. (8/10)
Maps: The map was actually epic and huge, and I loved the setting. GMs that feel the need to draw everything during the session will hate it. (8/10)
Boons: Although it’s not a boon, there are a lot of nice items on the chronicle. Paizo has been listening to feedback. (8/10)
Uniqueness: Although straight forward, I really liked the setting.(8/10)
Faction Missions: Some interesting faction missions, especially having two factions working together. (8/10)

Overall: It's a lot of fun stompin' face in this great setting. Whether your group has a hard or easy time will highly depend on group composition and tactics. (8/10)


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Badly paced and deadly

3/5

Temple of EE is an investigation scenario with some roleplay elements. I love roleplaying scenarios, however I didn't feel like the roleplay or intrigue elements in this scenario were strong enough for the scenario to focus on it almost exclusively.

What I liked:

1) Sandbox design. Absolutely no railroading.

2) Skill use and intelligent play allowed some encounters to be easier or bypassed.

What I didn't like:

1) The scenario needed more action/events and better pacing. The investigation was tedious by the middle of the scenario.

2) The NPCs weren't interesting enough to be the main attraction. For example, the NPCs in "Murder on the Throaty Mermaid" were much more interesting (and there were more of them) and had information to tell us.

3) It's easy to lose almost all of the gold in the scenario if your GM interprets a 5 hour thorough search as not being significant enough (compared to searching for a few rounds) to find the majority of loot in this scenario. This happened to us. Also, it would have felt strange stealing from the temple.

4) I thought that the scenario was extremely predictable and within 5 minutes of talking to the 1st NPC, I knew what both of the combat encounters would be.

5) The scenario can be deadly in several encounters.

The encounters were extremely difficult for 4 players at subtier 1-2. If we were level 1 (instead of 2), we would have TPKed (or lost a few PCs and ran) because of a few very powerful abilities, through no fault of our own.

Detailed Rating:

Length: We finished in a little over 4 hours. The last encounter took a long time.
Sweet Spot: TBD.
Experience: Player with four (level 2) players at subtier 1-2.
Entertainment: It had moments but it was poorly paced. Combat monkeys will be bored. (6/10)
Story: If your PCs have the right skills, the story is interesting.(5/10 or 9/10)
Roleplay: The NPC personalities and intrigue elements weren't strong enough for there to be no action for hours at a time. (6/10)
Combat/Challenges: Combats were too challenging for (non-twink) 4 player tables. Level 1 PC deaths and TPKs seem highly likely to me (unless GMs are fudging). (6/10)
Maps: I really liked the map (from what I saw). (9/10)
Boons: There is a unique item which takes a little too long to be useful (1 hour?) but it was a good attempt. (7/10)
Uniqueness: There are few sandbox scenarios in PFS, so this is welcome. The encounters themselves weren't unique, although I liked the choice for the boss (but maybe with less class levels). (8/10)
Faction Missions: Our one faction mission (shadow lodge) was creative. (8/10)

Overall: The roleplaying and intrigue elements weren't interesting enough to focus on exclusively. (7/10)


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Serpent Slithers

3/5

Serpent was just OK. The mission felt very mercenary, mundane, and didn't particularly interest me (or my PC).

I didn't find the encounters very believable, I think the enemies should have reacted more to our actions and been more intelligent / believable. In other words, we should have failed.

For example:
I don't understand why the thieves would do a full frontal attack on us. What did they even want from us (they had everything already!) or have against everyone else? This made no sense at all.

In the 2nd and 3rd encounters, I don't understand why the NPCs aren't more prepared for us (or didn't run away), considering their friends never returned, we're blowing s*** up and making tonnes of noise, and we passed several crows (who I assume are scouts). Do thieves really not have scouts or better intel? And do you think you could stop f***ing for a second and take care of the people destroying your base?

I also don't understand why the boss stayed either, especially outnumbered, but perhaps it was a combination of being cocky and her gear.

In summary, "thieves are usually smarter than this, or they're dead". But I'm sure it won't matter to the average PFSer. PFSer SMASH!


The boss was interesting but not particularly challenging. We were never threatened or in danger. PFS is getting really schizophrenic, some scenarios are easy mode and others are insane. I'd like something in between.

Maps. I took a quick peek at the (custom) maps and they looked pretty awesome. Unfortunately for GMs that love using sharpees, they look like crap. My GM didn't even bother drawing most of the rooms, he just said "Do you want to go through the east or north door". It was very hard to visualize where I was going and made the session less immersive. Also, almost every room was empty, which was part of the reason he didn't bother to draw anything. Sure, it's not the fault of the author but I just wanted to tell you what's happening in practice. The use of the flip map actually worked out great.

Regarding the story in Serpent, I neither understood why we were killing the enemy (besides the fact they had something we want), who they were, or why they wanted our stuff. From my perspective, there was no story that I could see (besides the obvious).

There was a good opportunity for roleplaying at the beginning, but it was shortlived. It was also ruined by a noisy games room. This was the best part of the scenario.

Detailed Rating:

Length: Short (3.5 hours).
Experience: Player with 6 PCs at subtier 5-6.
Sweet Spot: TBD.
Entertainment: The story was lost. (5/10)
Roleplay: A little at the start and then nothing. (6/10)
Combat/Challenges: We were never really challenged or threatened in Serpent. The 1st and last encounter had some flavor. I just expected more. (5/10)
Maps: GMs drawing with sharpees are ruining otherwise great maps. (7/10)
Boons: The 1st boon is good if situational. The 2nd boon, while vague and cool, doesn't make sense. I'm not sure that we'd endear ourselves to the patron, considering we blew the place up and lots of people are dead. Maybe she wants to become friends so she can convince us to go somewhere else the next time we meet? (7/10)
Uniqueness: "Fetch this". Even GM Torch said something, and he's right.(6/10)
Faction Missions: Did not enjoy mine, it was vague and needed a high skill check. My faction had most of the info they needed, it made a lot more sense to use a specialist. Most of the other missions looked easy. (6/10)

Overall: The scenario was 'OK'. (5/10)


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Standard fare

3/5

I have mixed feelings about Pagoda. On one hand we had a great time (it was mostly because of the players). On the other hand I didn't find the scenario itself very memorable. Too much time was spent by my GM drawing maps.

The combats were balanced but not memorable overall. We actually ended up bypassing all of the encounters except for two combat encounters. I'm honestly not sure how anyone finishes either Rats 1 or 2 on time if you're not diplomatic. Luckily, most groups have a diplomacy monkey, so it isn't an issue.

Detailed Rating:

Length: Long. We finished in 5 hours, bypassing most combat encounters with our diplomacy monkey.
Experience: Player with 5 well built PCs at subtier 7-8.
Sweet Spot: TBD.
Entertainment: Entertaining just because of the open roleplay aspect, so it will depend on the players. For that reason, has the potential to crash and burn with stonefaced players. (7/10)
Roleplay: Open ended roleplay. Hard to assess based on my GM alone. (6/10)
Combat/Challenges: It was OK but not memorable. It's possible my GM wasn't prepared and didn't do it justice. (6/10)
Maps: The maps might have been good, however for GMs that like to draw everything on blank flip maps with sharpees, it takes too long and is often confusing. A lot of the session was spent on maps. (4/10)
Boons: A powerful but situational boon that will be appreciated by some players. I guess if you're going to reward boons like this it should be in the upper tiers. (10/10)
Uniqueness: There were a few tricks. (7/10)
Faction Missions: We didn't get faction missions, so that was welcome change and it made sense. (8/10)

Overall: The scenario was 'OK'. (6/10)


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A Nice Introduction to Pathfinder Society

4/5

Everflame is a coming of age story which features some travel and a classic dungeon crawl. The story behind Everflame also makes it a great introduction to Pathfinder Society (because it's assumed you'll get recruited afterwards).

Unfortunately Everflame is too deadly in a few encounters, especially if the players are new to Pathfinder.

Deadliness details:
Shadowy Shapes was too deadly (new players might not run), as was Second Catacomb (running won't help and swarms don't have correct stats in PF imo, swarms in real life are easy to hit, not hard), and the last encounter is especially difficult (depends on GM).

I ran a group of mostly veteran players, 6 players total, and two of them were 2nd level clerics of Sarenrae (everyone else was 1st), and they did well until the last encounter and then got smushed. The last encounter was too difficult after I factored in Power Attack (1d8+11 damage). I was dropping PCs left and right and it came down to the last player to get the win (and it forced me to fudge the 1st time in 2 years).

I suggest that if you're not running PFS and your party doesn't have high DPS, you should consider either not using Power Attack or perhaps use Kassen's ghost to lend a helping hand, by using telekinesis to give 2 magical items (from his loot) per round to PCs, to give them a boost.

Although (mostly) irrelevant to PFS, Everflame also contains a detailed description and map of the town of Kassen, including many NPCs as well as your mentors/trainers. The town can easily be used as a springboard for an entire campaign.

For PFS, loot on the chronicle was relevant and useful, which is rare.

I found that the story link between Everflame and the next module, "Masks of the Living God", was weak. It wasn’t a storyline that my players were excited to pursue.

Detailed Rating:

Length: Medium. We finished in 2 sessions (9 hours), but we definitely took our time and had lots of extra roleplay.
Experience: GM with 5-6 well built PCs (1 pregen), two were level 2. I didn't allow wands of CLW, since virtually unlimited healing would unbalance a 1st level module.
Sweet Spot: A few of the encounters were more appropriate for level 2 PCs.
Entertainment: Some of my players love classic dungeon crawls, others were bored by it. (8/10)
Roleplay: Some limited roleplay at the start and middle. (4/10)
Combat/Challenges: The puzzles were simple but my players enjoyed them. At least three of the encounters could easily TPK a 1st level party. This scenario is more appropriate for level 2 PCs. (7/10)
Maps: I didn’t have the flip map, but I wish I did. (9/10)
Boons: n/a. (n/a)
Uniqueness: Classic dungeon crawl. (8/10)
Faction Missions: n/a (n/a)

Overall: A good start to any campaign. (8/10)


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Beware 1st level PCs

4/5

Paizo has thrown down the gauntlet. Yes, the challenge level of scenarios has been increased substantially in Season 3. Girly girl PCs need not apply when adventuring in groups of 4. I feel this scenario was designed for a group of six veteran players with well-made PCs.

Heaven is very combat centric and the combat encounters are both interesting and well designed.

This scenario is not an appropriate introduction to PF for new players with level 1 PCs. In this scenario, even if you win, it's likely that someone is going home in a body bag (ignoring fudging and GMs ignoring helpless PCs). If you took the four level 1 pregens (Valeros, Merisiel, Ezren, Kyra) and played this scenario, I don't think they're making it out alive. Needless to say, your group should think twice about playing up.

When we asked for increased challenge, I would have preferred if the challenge level was increased moderately. In season 1, some subtier 1-2 bosses have an average potential damage of 9 damage with an unlikely chance to hit (Citadel of Flame). The bar has now been raised to an average potential of 46 damage per round (with a likely chance to hit). Do I think it's way over the top? H*** yes.

Boss specifics:

If the NPC is GMed properly, you're looking at a near TPK. However in practice, the encounters are quite reasonable. Why? Most GMs don't factor in Power Attack, use Stealth, or tactics.

If you have a normal group of 6, I recommend you play the NPCs to their fullest, factoring in both PA and Stealth. If your group is under average (low DPS), play the NPCs without Power Attack and Stealth. There's a huge difference in the encounter with these two factors.

For example, when I played it, the boss started at charge range in an open area. He then got hit by ranged attacks and then swarmed after he hit (and dropped) the level 1 Barbarian. He was down in one round and never got to use multiple attacks. It was kind of anti-climatic and it could have played out very differently if he found us in an enclosed room and had a surprise round.

Note to Paizo: In the future you should always factor in Power Attack into the NPCs stat block, so you get consistent reviews for scenarios across a variety of GMs.


On the other hand, I can use this scenario to challenge PCs I couldn't otherwise challenge and use non-optimal tactics for other groups.

In addition to the combat encounters, I also enjoyed the environmental effects of the scenario, which makes it more "realistic" and illustrates the need for non-combat spells / feats. I thought the bridge was good too, although some GMs/players won't feel the same way (my GM cut it out).

Even a hint (a paragraph or a single incident) of something different about Tian Xia compared to Absalom would have been welcome. I think local flavor is a very important part of any scenario, and I don't necessarily feel that every GM should have to read every source book to give their players a taste of the locale.

Length: Fits into a 4 hour slot easily. Could be done much faster depending on how well the GM is prepared.
Sweet Spot: Both subtiers are good, but I prefer subtier 4-5 for the expanded boss abilities.
Experience: Player at subtier 1-2 with six (level 2) PCs. I'm GMing Heaven soon as well.
Entertainment: It's combat centric, but it's still a good time. (8/10)
Roleplay: The roleplaying aspects of this scenario are going to be dependent on the GM to add fluff. The guides should have tried to travel with us a little farther, to act as a foil, comedic relief, and possible cannon fodder. (2/10)
Combat/Challenges: I thought the encounters were challenging and unique for a travel scenario. (9/10)
Maps: Good use of flips maps and unique maps. (8/10)
Boons: The boon is in Part 3, although you need to play all 3 parts to get it. (n/a)
Uniqueness: Unique for a travel based scenario. (9/10)
Faction Missions: Average, but perhaps they did the best they could with this type of scenario. (6/10)
Overall: Enjoyable travel centric scenario designed for tough/normal PCs. (8/10)

I think 'The Edge of Heaven' will be an enjoyable journey for most groups, but maybe not so much for the guy who leaves in a bodybag.


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Another great map

5/5

This is the map you want for ship to ship combat.

I see the other reviewer's gripe about not being able to see all ship levels on one side, but that's a minor gripe and that's what map packs and perhaps printing out part of the PDF is for.


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Reprint needed

5/5

One of the most useful flipmaps they've made, I've used this map in a number of games.

There's no reason they shouldn't just make another print run of this one, I think they're losing money by not doing it. I think the pirate ship and this map can co-exist peacefully. Tis boat is more of a trading vessel whereas the pirate ship is made for combat.


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Noob Killer

3/5

I think this scenario will be potentially deadly for underpowered classes and/or inexperienced players, particularily if the PC casters aren't played well.

Some groups will find this scenario difficult but enjoyable, however with the wrong PC mix it's a nightmare. It certainly was for us. Having said that, the NPCs will only be as good as the GM wants them to be (or can make them), so the scenario difficulty can be adjusted with tactics alone.

Overly punishing to some group mixes:
One of the problems you can have with this scenario is that melee PCs are punished in each encounter. In encounter 2, speed is essential (especially because of Dispel Magic) and the terrain makes it hard to reach the enemy. In encounter 3, weapons aren't effective. In optional encounter 4, reach and other abilities are extremely damaging and makes melee PCs easy to control. In encounter 5, the NPC flies. Our group had 4 melee PCs, making us a very ineffective group.

Ranged PCs are simply too good compared to melee PCs. They do almost as much damage, do that damage from round 1, and have none of the challenges that melee PCs have. This fact was made painfully obvious to us in this scenario.

The second encounter is frustrating for the same reason that similar encounters are frustrating in other scenarios. It's even worse this time since the enemy can counter your counter. If you're going to have contentious rules that heavily affect an encounter, they deserve 1-2 lines of explanation of the author's intention in the scenario. I sat at a table with 5 GMs and we could not come to a consensus on a certain spell/game rules. My GM did not run it correctly, which made the encounter more difficult.

The remaining encounters in the scenario could easily kill or TPK thoughtless and/or cocky players.

Although unique, I found the loot mechanics of the final encounter confusing and inconsistent with other scenarios.

Detailed Rating:
Length: Long. We finished in 5 hours (could have been 4 if we didn't crash and burn) and skipped the optional encounter.
Experience: Player with 3 PCs (one well built) and 2 pregens (Ezren and Meresiel) at subtier 7-8.
Sweet Spot: TBD.
Entertainment: Could be extremely frustrating (and you could run overtime) with the wrong PC mix. (5/10)
Roleplay: Some limited roleplay at the start and end. (6/10)
Combat/Challenges: Interesting encounter design that could be too challenging and frustrating for some groups. (7/10)
Maps: Good use of flip-maps. (8/10)
Boons: The boon is in part 2. (n/a)
Uniqueness: Definitely not typical encounters. (8/10)
Faction Missions: Some of the missions are innovative. (8/10)

Overall: This scenario is unfriendly to noobs and those who play underpowered PCs. (6/10)

I consider this a well designed scenario, however I feel like it's not designed for the Average Joe player and it heavily favors some of the more powerful PF classes that can control the battlefield.

I want to give this scenario a good review, but I had an awful time playing it myself and I know that it would TPK my home group (wrong class mix), so I can't in good conscience give it a good review when I know it will destroy so many groups. It's scenarios like these that make you think twice about sitting down with a table of strangers.


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Dungeon 101

3/5

Delve is a basic dungeon crawl with some good (potential) roleplaying at the beginning and the end. The combats are appropriately challenging (easy) for level 1 PCs (with one dangerous encounter). There are some simple puzzles and curiosities for the PCs to play with. It can be easily finished in 4 hours or less.

We played this with 3 casters and pregen Valeros.

Delve does the job and isn't a bad introduction to Pathfinder, however it's not very glamorous and isn't as interesting as Parts 1 + 3.


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House On Hinojai Hill

3/5

Hinojai is an investigation and combat based scenario.

Edit: I've had to reduce the rating on this scenario. The story (as written) is not conveyed at all. Which makes the haunted house a series of unrelated traps. I had the fortune (?) that my 1st GM added lots of story, but as written this is a bland scenario.

The combat encounters were extremely easy, with both groups.

Constructive criticism to improve haunts:

Like most players, I dislike save or die spells or traps. Luckily, our lab rat made his saving throw. But if he failed it, the haunt would have felt like cheese, a random unneeded punishment.

Instead of save or die, sometimes it's more horrible if you disable someone. For example, during combat they need to save or become nauseated (with fluff depending on the haunt). Or Confused or prone to random violence or seeing things (which can result in random violence). Think about what happens in horror movies!

Another suggestion for save or die spells would be to allow the PC to do an action (in 1 round) based on Haunt that would deactivate the effect (and be in sympathy with the haunt). For example, there's something you can say or do to interact with the haunt.

In general, I think if you give the PC choices and based on the choices you give them an effect, I find that interesting. For example, the Haunt makes the PC feel insane and he gets the desire to run away. If he stays, Confusion spell or possibly attacking his friend for 2 rounds. If he gives into his desire, he flees for several rounds. Choices are interesting.

I think the best way to implement haunts (and traps) is to combine them with a creature that attacks after the haunt/trap is activated.

Also, some of the empty rooms could have had small, meaningless haunt effects, to make players nervous.

I guess basically what I'm saying is that I want the authors to get CREATIVE when they make haunts. I don't want them looking through the Core Handbook thinking about what level 5 spell to use, I want them to use their imagination and be creative, and think about the appropriate spell after (if there is one).


I'm not sure the creature in the statue room made much sense thematically. The encounter felt out of place.

I thought the best part was the opening sequence at the house, because it set the stage.

The horror experience was a little too G-rated for my tastes and I'll be adding fluff when I GM it.

Detailed Rating:

Length: Medium (4 hours).
Experience: 6 players at subtier 8-9.
Sweet Spot: TBD.
Entertainment: Haunts had us on the edge of our seats. (8/10)
Roleplay: Hardly any. (2/10)
Combat/Challenges: Combats were meh, haunts were good. (7/10)
Maps: Good haunted house. (8/10)
Boons: n/a (n/a)
Uniqueness: The different rooms in Haunting kept us guessing. (7/10)
Secondary Conditions: OK. (7/10)

Overall: The story was not conveyed as written which could lead to a bland experience. The haunts were good but without context are merely traps. (6/10)


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Be a Super Hero

4/5

Nesting Swallow was fairly innovative and had a great climax. It was fun being a "super hero" at the end. I really enjoyed myself.

It also had the best (and most witty) faction missions I've ever seen. Several of the players failed their faction missions because they just weren't thinking. And the best part is that it didn't revolve around skill checks or McGuffins. Well done.

I can't however give it 5 stars for the following reasons:

Spoiler:

1) The prep work could have been streamlined and simplified more. I think most of the emphasis (and time in the scenario) should have been on the siege, instead of the prep work. Prep work can be interesting for a while, but if it takes too long (and we watched our GM do calculations for 5 minutes each day) it can be a drag.

2) I'd rather be spending my time making decisions on where to place soldiers for the siege and on trap/barrier specifics within the village. And roleplaying with different NPCs. It would have also been awesome if the GM made up siege results based on those decisions and tactics by the enemy. Fluff only, but it would have gone a long way to making this scenario epic.

3) The locations for fights were extremely generic, basically open fields. I was hoping for something more. (As it turns out, this was my GMs fault. It wasn't "horrible", but more options and a huge map (like the one in Azlant Ridge) makes battles feel much more epic).

EDIT: 4) Run RAW, this scenario is too easy because of the reduction in bandits. When I wrote this review, it was not run RAW.

EDIT: 5) The NPC builds and tactics didn't compliment their abilities.

Ratings:

Length: Easily fits into 4 hours if the optional encounter is removed or the GM is very fast at calculations. When I ran this it took 5.5 with the optional encounter (but the players were slow).
Sweet Spot: Both subtiers are OK, subtier 1-2 is perhaps slightly better.
Experience: Player at subtier 1-2 with 6 decent PCs, GM at subtier 4-5 with 7 good PCs.
Entertainment: Nerve wracking buildup followed by an epic battle where you get to be a "super hero". (8/10)
Roleplay: There were some opportunities (depends on GM) but I wished some NPCs were more central to communicating with the NPCs (especially during the siege and prep). (6/10)
Combat/Challenges: Run RAW this scenario is too easy. When it was run for me, the entire "Willow" came at us in one wave. And the mobs were not reduced correctly. Even so, it was not overwhelming. Run RAW the end could be underwhelming. I recommend using the optional encounter. Reducing this rating from 8 to 4. (4/10)
Maps: The end map could have been better but that's what happens when GMs don't pre-draw their maps (on graph paper) and think that sharpee markers and open fields do a scenario justice. I can't blame the scenario though. (6/10)
Boons: The non-item boon gets a 10/10. The item boon get a 1/10 because of its flawed design, it uses a slot that's needed for the class. Make this item a different slot (or slotless) and we have a winner. (5/10)
Uniqueness: Reminded me of Azlant Ridge, but in a good way. (8/10)
Faction Missions: Best faction missions I've seen. It makes me sad that some GMs will still make missions a gimme by explaining everything to the players in black and white. Why don't you just give the PCs 2 PA at the start of every scenario and stop pretending? (10/10)

Overall: Memorable, cool, and possibly epic scenario. (7/10)

I really liked this scenario, but like most scenarios, the enjoyment will be strongly affected by GM preparation, handouts, and fluff to make the scenario more organic and less mechanical.


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Short straightforward (and somewhat deadly) scenario

3/5

Fortune's Blight was a short straightforward scenario. The scenario was simple, it didn't involve any sandbox play, and you are pretty much lead from encounter to encounter.

Blight can be a challenging scenario. It's especially deadly if the PCs have the wrong group composition or make the wrong decisions. The challenge level of the encounters can vary dramatically, depending on the tactics the GM uses and if he runs the NPCs correctly.

Imo, the story aspect of this scenario is overrated (the 'novelty' of homosexual themes is overused), but the story could also get lost depending on the storyteller. I found that it was very easy to get confused with regards to the story, especially if the GM reads the box text only.

There were noticeable stat block errors in Blight (in Sevenarches, on beach), as well a story inconsistency (the reason to kill Tylaca). If I saw this much with my naked eye, there are surely plenty more.

Regarding the recovery of magic items. If Pathfinders are going to recover magic items/artifacts, could they please be more powerful than +2 items? Sometimes it hardly seems worth the effort (1-3 months of travel, time wasted). Especially when several of us were using much more powerful 'artifacts' ourselves.

Length: 3 hours. Could take less/more time, we took our time, didn't have a lot of roleplay, but we finished combat quickly.
Sweet Spot: Both subtiers seemed appropriate for the story.
Experience: 6 players at subtier 8-9 (2 pregens). I also read the scenario afterwards.
Entertainment: Slightly entertaining. (7/10)
Roleplay: It's really up to the GM to add roleplay and liven it up. (6/10)
Combat/Challenges: Definitely challenging but not unique. A PC died even with 6 players at the correct APL. (8/10)
Maps: I didn't like the maps. Also, map packs and flip maps could be used. (5/10)
Boons: Best "boon" I've seen so far. Finally, something that makes sense. (10/10)
Uniqueness: Average. (7/10)
Faction Missions: Average. (7/10)
Overall: Short, simple, straightforward scenario, with a touch of deadliness. (7/10)

I think it's really up to the GM to liven this scenario up, convey the story in a simple and straightforward fashion, and play these deadly opponents to the best of their ability (especially for optimized groups).


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Unbelievable Set

5/5

This set of paper minis is unbelievably good. A lot of fine detail and effort went into this set, making it look first rate and "realistic". This is the best looking set of minis I've seen so far.

There are lots of minis you can commonly use: Wraiths, spectres, skeletal champions, skeletons (some L), skeletal warhorse and rider, evil clerics, orcs, zombies, shadows, imps, creepy dudes, gugs, gargoyles (L), barbed devils, bone devils, pile of dead bodies, DEATH, and an umbral dragon.

The most amazing mini is the Purple worm, which is huge enough to scare the pants off your players.

I also forgot, there are 23 pages of minis in this set, making it one of the largest sets.


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Limited use

3/5

I find that paper minis are excellent for NPCs and monsters. They're cheap, fairly easy to make, light, easy to transport. They're basically perfect, especially for limited use.

The problem with this set is that it's aimed at the PC market. For PCs, I'd rather use plastic or metal minis. They're more durable, less hassle, and look better. I also use paper/metal minis to identify PCs from the NPCs (paper minis).

It's definitely a personal preference, but I just can't take the artwork on these minis seriously. The quality of art is very good, it's just not a style I prefer. The art is also too silly to use for NPCs (I guess it would be ok for a silly NPCS).

So I'm rating this product on the actual use I got out of the product (none so far), not the quality of art (which was excellent), or the quantity of minis (which was quite a few). If you like the art and don't mind the drawbacks of paper minis, you'll like this product.


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Rescue from Rushed Editing

3/5

Rushed editing. Those are the two words that come to mind when I think about this scenario. Like so many other flawed scenarios, it has a great concept, but it suffers from a lack of development in the details. I get the feeling the entire scenario was rushed out the door, which is a shame.

The lack of editing is apparent from the start, major plot elements don’t match in both part 1 and part 2 of the series (does teleportation not work because of an intentional Dimensional Anchor or is it because of the orb?), although most players won’t care or will miss it.

The main problem with this scenario is the sheer number of combat encounters. There are too many combat encounters, they’re too repetitious, and they’re potentially too hard (especially if the PCs did poorly in the scenario before). If the PCs messed up before, chances are they won’t finish this scenario because they TPK or a lack of time. Either way, not fun.

A lot of really basic things didn’t make sense in this scenario either, which will bother thinking players and GMs.

”For example”:

The caravan is supposed to be a wagon and it’s supposed to go through jungle, including switchbacks trails up a mountain. First of all, how is the wagon supposed to go anywhere without roads? If there are roads (which take massive commitment in both time and manpower, making the area not secret at all), how is this dig site supposed to be secret with tracks leading up to it? LOL.

Second, have any of the developers ever been to a jungle? I’ve been to both the Amazon jungle and the jungle in Thailand, and I can tell you that horses SUCK in both jungles I’ve been in. You definitely cannot gallop through the jungle.

Also, switchback trails up jungle mountains have a lot of moisture and rock slides, resulting in extremely thin sections, too thin for even donkeys (we had human porters in Peru), and this is in modern times with modern construction techniques to fix these trails. Wagons wouldn't even fit on the largest jungle switchback trail I've seen.

So what am I saying? The caravan should be a string of 10 donkeys, not a wagon. What’s the point of all of this? The point is, the group and the Aspis shouldn’t be racing to the site, the party should be tracked, or else the Aspis should have no possibility of finding them at all.

The Aspis consortium was supposedly heading us off (supposedly cutting through the jungle, LOL), but how is that possible if:
A) They don’t know where we’re going.
B) They should be FAR behind us.
C) Horse can't cut (quickly) through raw jungle.

Where am I going with this? Act 1 is a terrible first encounter and I wish it wasn’t there at all. I just wish Diaz gave all of that gear to the PCs, saying it was gear from dead Pathfinders that they might be able to use.

”Overly dramatic”:

The other thing that bothered me is that "hundreds, perhaps thousands" of ape-men attacked the dig site. Thousands of ape-men? PLEASE.

According to the scenario, all of the mercenaries left the camp and are dead. Maybe there are a few Pathfinders alive. And several dozen slaves. (Although the scenario doesn’t specify exact numbers, I wished it would have, another editing oversight imo).

In any case, the PCs are scheduled to kill between 15-25+ charau-ka in the scenario. What happens to the other 3000+ charau-ka, did the slaves kill them? This is obviously completely unrealistic and I just shook my head as a player.

When I ran this, I decided that there was an army of 500 charau-ka, dire apes, apes, monkey swarms, and girallons attacking the dig site. It’s still an epic siege that’s against all odds, but at least it’s a little more realistic.

Also, I decided there would be 60 slaves, 20 Pathfinders, and 20 mercenaries left, to help with the siege (and to add roleplaying opportunities).

Faction missions are some of the worst I’ve seen, several of them are confusing (for both player and GM), and/or too difficult. They’re also a distraction and will likely make the scenario go overtime if they are even done at all. This scenario would have benefited from having only 1 mission per faction, or perhaps been more innovative and not had any at all.

There is a lack of roleplaying in this scenario, but it didn’t have to be written this way. Because of the lack of roleplaying, it actually made the scenario seem less dramatic than it could have been. Roleplaying builds suspension. In general I would have appreciated more roleplaying opportunities and less combats.

I think the tracking of Awareness from Part 1 didn't work very well.

”Awareness”:

A) First, it made the encounters too difficult and the scenario, too long. If you wanted to make 1 encounter more difficult, fine, but don’t make every encounter APL + 3.

B) Common sense says that the supplies wouldn’t have an immediate impact. People who are starving don’t automatically recover after eating food for 1 hour (more likely to puke actually). Same thing with the medicine, you don't recover from malaria in 1 hour. And how are weapons going to help a camp without mercenaries or with people who can’t use them?

End result: In the short term, the supplies just don’t matter.

Finally, I believe there needs to be consequences for major decisions that PCs make, even if they are cosmetic only.

”For example”:

The decision to let the Aspis army inside the palisade or not should have had consequences.
For example:
1) Letting them in decreases the number of attacking ape-men by 1 per encounter.
2) Letting them in (without speaking with them, using Diplomacy or Intimidation, and clearing the air) might result in them trying to assassinate the PCs or Diaz near the end.

Also, there were a lot of stat block errors, most notably with the big boss. RAW, the encounter with the big boss is anti-climatic.

”Final criticism, about the weapon”:
If you were going to let a PC get “the weapon”, you should have at least let him have it and wipe out another 1-2 encounters with that thing. It would have been fun, quick (autohit and auto kill) and made sense since hundreds of ape-men attacked.

Length: At least 5-6 hours. When I played it, it took 5 hours and we only finished 4 encounters out of 7. When I GMed it, it took 5.5 hours.
Sweet Spot: Subtier 3-4 is best. Subtier 1-2 is too deadly and subtier 6-7 doesn’t scale well.
Experience: Player and GM at subtier 3-4 with 4 players in each.
Entertainment: RAW, it’s a good idea but not executed well. (7/10)
Roleplay: RAW, very little. (2/10)
Combat/Challenges: Too hard, too repetitious, no interesting choices, too many combats. (3/10)
Maps: Awesome main map. Kudos. (10/10)
Boons: There should have been a boon, but there isn’t. (n/a)
Uniqueness: Despite its flaws, it was a cool idea and unique. (10/10)
Faction Missions: Crapppppppp. (2/10)
Overall: Cool concept, I think it just suffered from a lack of editing and development. (5/10)


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Venomous Weave

3/5

Snakes is a fast, solid, easy-to-run scenario.

Your players will find it enjoyable but probably not memorable. I don’t however regret playing this scenario; I had a good time, especially within the context of the series. There is a lot of (potential) roleplay in this scenario, which is the best part of the scenario.

Our run of this scenario was also a "cakewalk" and we should have played up (APL 6.75) and didn't.

Also, I wish that writers would stop multi-classing their NPCs "to make them interesting". It makes them weak, and I believe it's also a reason why the scenario was so easy.

”For example”:
Was it really necessary to multi-class the rangers and make them level 1 bards also? They never used their bard abilities, so it was a big nerf to them. If the author felt they needed bard skills, they should have made one of the NPCs a bard instead.

Also, there was a lot of DR in this scenario, which makes one of the encounters impossible for some groups and something you want to handwave for other groups.

Detailed Rating:

Length: Easily fits into a 4 hour slot.
Sweet Spot: TBD.
Experience: Player at subtier 5-6 with 5 players.
Entertainment: Solid scenario but nothing unique about it. (7/10)
Roleplay: Some roleplay, which is actually the strength of the scenario. (8/10)
Combat/Challenges: Too easy and not very innovative, I wish we could have played up. (6/10)
Maps: Difficult to print or draw, it’s best to have an overview map and just freehand individual rooms. Most GMs freehand all of their maps anyway, so they will like this, that’s however not how I GM. (6/10)
Boons: Too powerful and yet too situational to be useful. (6/10)
Uniqueness: Potentially fun roleplay, but ultimately forgettable. (6/10)
Faction Missions: Average. "Find this". (7/10)

Overall: It's a solid finish to the series, but it could have used some stronger, more interesting encounters. (7/10)


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Wonderful Weave

5/5

The Dog Pharaohs’ tomb has everything that should be in an iconic Pathfinder scenario. A good story, traps, puzzles, challenging fights, it awards players who think, and it even has some roleplay.

Several of the fights can be handled in many ways, and if the PC charge without thought, they could suffer. I found them innovative. This is exactly what I’ve been looking for in scenarios.

The puzzle could have been a little more difficult. My GM made a mistake and didn’t give us the 1st handout and we still completed it (quickly).

"Pathfinder skills" are strongly needed in this scenario. In this scenario, you’re made to finally feel like a Pathfinder.

This scenario has every element that I want in a scenario, so for that it deserves 5 stars. I had a good time.

Length: Easily fits into a 4 hour slot.
Sweet Spot: TBD.
Experience: Player at subtier 5-6 with 4 players.
Entertainment: Tomb has every element I want in a PFS game. Something for everyone. (9/10)
Roleplay: Not much roleplay, but it was still good to have some. (7/10)
Combat/Challenges: Good challenge for 4 players, could be too easy for 6. GMs should play this scenario "hard", not easy! Success or failure will also heavily depend on both luck and player intelligence. (10/10)
Maps: Good simple maps that are easy for the GM to draw, appropriate to the setting. (8/10)
Boons: The boon is in the next scenario of the series. I don't like that they must be played consecutively. (n/a)
Uniqueness: Finally a "Pathfinder" scenario. (9/10)
Faction Missions: Above average. (8/10)
Overall: Wonders has a great Pathfinder feel to it, it has it all. (9/10)

The "Wonders of the Weave" scenarios are perhaps the most iconic Pathfinder scenarios I've played so far. I highly recommend running this series.


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Sandbox Manor

4/5

Manor is a sandbox investigation and combat scenario with small amounts of roleplaying.

In season 3, this scenario was appropriately challenging, but in season 7+ the combats might seem a little on the easy side, even with 4 players.

There are a few NPCs in this scenario that are fun for the GM to play, but annoying for the PCs. :)

One of the main attractions to this scenario is that it is sandbox, but with such a large map it's very difficult for the GM to map everything out properly. Even if the GM draws on-the-fly, it takes a long time. In my session I had no idea where I was or where I was going, and the GM got confused as well. I suggest preparing the manor maps beforehand and on-the-fly draw the outdoor maps.

Detailed Ratings:

Length: It's very possible to run this scenario in 4 hours.
Sweet Spot: Both tiers seemed fine.
Experience: GM at subtier 5-6 with 4 players, and also a player at subtier 5-6 with 4 players.
Entertainment: I've seen it all before, but it was still fun. (8/10)
Roleplay: Fun but annoying NPCs. (8/10)
Combat/Challenges: Good in season 3, easy in season 7. (8/10)
Maps: Map was huge and made my GM freehand everything. As a GM I spent a lot of time creating maps that weren't really used a lot. (7/10)
Boons: Great boon. The boon penalty was also creative. (10/10)
Uniqueness: I suppose it's unique to Pathfinder, but not overall. (8/10)
Secondary Conditions: Perfect, I liked it better than the original faction missions.
Faction Missions: This scenario benefited a great deal from having the faction missions removed. They were a waste of time.
GM Preparation: More then I expected, especially with the maps.

Overall: Solid scenario, will be sure to surprise and shock non-veteran players. (8/10)
Edited: May 1 2016


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Year of Contrived Nonsense

3/5

Positives
1) Interactive events are fun because you (hopefully) feel like you’re part of something larger. It doesn’t matter if you’re all running “Asmodeus Mirage” all at the same time, it’s going to be fun by virtue that you’re all in the same place at the same time, hopefully helping each other and crossing table boundaries. This happened a lot more compared to “Blood Under Absalom”, but I think it was also partially to do with the organizer and the fact we had 3 tables only. It lead to a better experience.

2) There was less dead time compared to “Blood Under Absalom” (but perhaps this was also due to the small number of tables). The scenario seemed to go fast.

3) The best part of the interactive was the table talk between the tables. Letting each other know our progress, successes, and defeats. It was hilarious. The interactive definitely benefited from less tables. Definitely helps if you have organizers, GMs, and players willing to shout.

For example during one encounter:

- "The high level Pathfinders are now (bravely!) running from the dragon"
- GM tells us how the dragon is (technically) "beatable"
- "The high level Pathfinders have now engaged the Dragon"
- /Cheer
- Dragon breathes on most of the group for 35 damage.
- "The high level Pathfinders have now disengaged from the dragon". LOL.
So it was a good time.

Negatives
I liked the interactive, but it’s mostly because of the organizer, GMs, and other players. Like I said before, because it’s roleplaying and an interactive, we could have played the worst scenario and it would have been fun. So with that in mind I have the following comments.

1) I just didn’t understand the plot at all. Besides “the evil guy is doing bad things, stop him”.

Spoiler:
We never found out what the artifact was or what Charvian was trying to do with it. If Charvian had this powerful artifact, why not just go somewhere quiet, or with less opposition? Teleport away? Why make a huge spectacle of it, why rally all of your enemies into one potent army? That’s just plain stupid, especially for someone with (presumably) more than 16 Int.

2) The introduction made no sense.

Spoiler:
How are we supposed to “keep an eye” on the main villain when:
A) We don’t even know who he is or what he looks like, or anything about him.
B) We have no authority to speak to him or even get close to him, let alone arrest him if something is wrong.

Being asked to solve a problem and then unable to do anything but look around like an idiot sucked. I would have preferred that it was removed. If Osprey was going to warn anyone, it would have been someone high enough level to do something about it, or perhaps cancel the entire show or do some covert action against Charvian. Not tell some level 1-5 errand boys to try to outsmart a high level Wizard. Please.

Instead, I would have preferred if we were told some insider knowledge of what we were about to see, it would have given everything a lot more context and meaning.

3) The whole Shadow Lodge thing still doesn’t make any sense to me. Just because some Pathfinders feel like the Decemvirate are doing a terrible job of running the Pathfinders, doesn’t mean they are “evil” and would drive an army of ____ and ____ into Absalom. Or destroy the “fabric of reality” or Absalom. How is that a better use of resources? That’s just taking it way too far.

Spoiler:
And if they want to steal an artifact, then steal it. Don't announce it to an entire stadium of powerful warriors and then attack an entire city...

4) Some encounters didn’t really make sense.

Spoiler:

How did we get surrounded by goblins in the arena? LOL. That was the most unbelievable part of the first act. With 40K people in the arena, we get surrounded (and surprised!) by an army of covert goblins. Unbelievable!

How did the SL get an army of goblins and dragons into Absalom without anyone noticing? Why were Pathfinders the only opposition to this? If they weren’t, how many thousands of goblins were in the city (and how would you even control more than a dozen goblins, stopping them from burning, pillaging and chasing dogs around)?

How did the goblins make such effective barricades and traps (to cause an entire collapsed building on someone?) with only a few minutes (I presume) of setup time? There should be more than a single 15’ choke point in a city with dozens of streets running parallel.

I guess the dragon encounters made sense, however it just seems odd that dragons would fly into Absalom without anyone knowing. And the cost to the dragons was incredibly high (almost all of them died), what was in it for them (to do a suicide mission, literally only ‘buying time’ for Charvian)? Dragons are smart! Same thing with the high level clerics, they died just to buy time?

Goblins also wouldn't be as controlled and disciplined as they were, it would be like herding cats. They'd be pillaging and burning houses, not lined up and waiting in “the thin red line” for obviously superior Pathfinder to smash them. Even humans would need a lot of courage and discipline for that. Same thing with the dozens of goblins waiting on top of the Pathfinder Lodge walls waiting for shoot at Pathfinders. These are things that well trained and disciplined soldiers could do, chaotic and insane goblins don't do these things.

Sorry, so much about these encounters just didn’t make any sense to me.

5) The scenario made me wish I made an archer, not a melee combatant. Way too many encounters that could only be defeated by range only. I found this really annoying, especially at my subtier. Sure, I can pull out a bow and do relatively insignificant damage, but you're still going to be a non-factor.

In general with interactives, it’s OK if there are common areas across all subtiers, but I’d really prefer it if different subtiers had different missions. (I know this makes more work, but still). And I would strongly prefer the GMs to tell us (generally) what’s going on with the other subtiers! It’s just too hard to suspend my disbelief when group A finishes combat (in the same area) and can’t help group B finish theirs and have to wait around 10 minutes.

Length: We did it in 4 hours, but it took a very disciplined organizer (with a good timer) to run it that way.
Sweet Spot: I have no idea unless I read it. I’m guessing subtier 10-11 would have things on an appropriately epic scale that would feel pretty good.
Experience: Player at subtier 5-6.
Entertainment: Below average scenario but all interactives have an element of fun (8/10)
Roleplay: Some non-meaningful roleplay at the beginning (2/10)
Combat/Challenges: Except for the last encounter, I didn’t enjoy them particularly, which was made worse because I was melee. (4/10)
Maps: Didn’t seem like maps were used at all in this scenario. I had trouble understanding where I was and where I could go, it was very abstract. (4/10)
Boons: Good one-shot boons without being overpowered. (9/10)
Uniqueness: If this weren’t an interactive, this scenario would rate quite low. (3/10)
Faction Missions: None, thank god. Some scenarios, it’s just not a good idea to have faction missions and I hope Paizo keeps this in mind for other scenarios (n/a)
Overall: Below average scenario that allows some cross-table interaction, can be decent at times.(7/10)

I’m just glad the Shadow Lodge story arc is over with tbh. The Shadow Lodge story arc should have been built on uncovering lies, deception, and intrigue, instead we got pure combat meathead missions, which is exactly the opposite of what should have happenned. So I'm just glad it's over.


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Perfect

5/5

Another perfect flip-map made by Paizo.

I find warehouse settings are very common in RPGs, so this flip-map will see a lot of generic use. Also, it's very easy to change details in a warehouse with a map-pack or other small map laying over it.

The art is very good.

Most importantly, both sides are great. The 1st side has a single massive warehouse. The 2nd side has 3 smaller warehouses.

Great job!


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More flip-maps, less map packs

2/5

I think the title of my review says it all. I love flip-maps, but I find most map packs would be better as a flip-map(s). As a result, the subscription would have more value if there were a lot less map packs.

For me, most map packs don't have a lot of value. There are problems with map packs: they don't store well, tiles come apart all over the table (which is a pain, I have to tape tiles together which make them harder to transport), and when I remove the (scotch) tape sometimes it removes the image from the map as well. I strongly prefer flip-maps.

Sometimes, multiple tiles in a map pack make sense. For example the "Mines" map pack was useful (but only if it comes with a PDF!). Map packs can also be used to provide good variation for flip-maps (for example, adding a second story to a flip-map like the "City Flip-map" is useful).

However, most map packs would be better if you either created multiple smaller flip-maps or you combined multiple map pack tiles into one big flip-map. For example, the Wizard's Tower map pack would have been much better of if you combined all the tower levels into a two-sided flip-map. (I would gladly buy the flip-map version of this map pack, even though I own the map pack!).

If you do create smaller flip-maps for map packs, I'd like to see them made with thinner material if possible, so they're easier to store and unfold. This is desirable as long as it doesn't overly damage the durability.

Like I said, I love flip-maps but I have the following general feedback about them.

In flip-maps, I want to see the interiors of buildings, I don't want to see rooftops (with the interiors in a map pack). Because you don't show the interior, there is limited value in Flip-Maps such as "Necropolis" and "City" (although City probably sells really well, because we have nothing better). If you want to make a map pack to *support* a flip-map (such as adding variant interiors or second stories), this makes sense, but I don't want to see roof tops in my flip-maps, I want details. Recent flip-maps seem to have made this change.

Anyway, that's my feedback, thanks for listening.


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Slightly Overrated

4/5

Bloodcove has some decent roleplay in it, but the combat encounters are very average. This is a 3 star scenario with an average GM, and a 4 star with a good GM that can really bring it to life.

The sandbox nature of this scenario is vastly overestimated; to me it was the same as picking door number 1, 2, or 3. The reason it wasn’t completely sandbox is that you just want to get in and get out of Bloodcove. In real life, we have only 5 hours to finish the scenario. In the game, roaming around the city attracts unwanted attention. So it's not sandbox at all, you go from point A, to B, to C.

I wish the scenario emphasized the fact that the PCs are likely not Mwangi (black) and they don't speak Polygot. That makes things much more challenging and allows for interesting situations (and humor). More importantly, it allows PCs with language, disguise, and illusion spells to shine.

The awareness system (which is really a 4E skill challenge) was interesting and I wouldn’t mind seeing it again in the future.

I thought many of the combat encounters were too easy and could have been removed. I was especially disappointed with the lack of creativity in one encounter in particular

”House Cartahegn”:
The encounter with the ants was disappointing, trivial, and a waste of time. To stop House Cartahegn, you would need to kill dozens of mercenaries. As a player I expected a LOT of ants, something really challenging, or at least someone to come up with a really interesting plan to get the poison into the tunnel. I think we killed the ants in 1 round.

I’d rather they made the encounter at Senzer’s optional and made the ant encounter interesting. See the thread for what I did and for how messed up the CR system is concerning ants. Doing this however makes the scenario too long.

Maybe the best option is to handwave either the ant or Senzer encounter, so you can focus on roleplaying and the more interesting encounters with Lura and Xeanja.

Length: Very long. When I played it we took 4.5 hours, when I GMed it took 5.5 hours. Both times the optional encounter wasn’t used. You really have to move this scenario along.
Sweet Spot: From what I can tell, this scenario plays well at all subtiers. Perhaps the 6-7 subtier is too trivial, since the encounters don't seem to be scaled well for this subtier (and it wouldn't make sense to have level 7 "thugs" as well).
Experience: Player and GM subtier 3-4.
Entertainment: Depends heavily on the GM and could be much lower. (8/10)
Roleplay: Using a fake Jamaican accent all session long can be fun. There are good opportunities to roleplay, almost every encounter. (8/10)
Combat/Challenges: Too many easy filler encounters. Lura/Xeanja can be good. (7/10)
Uniqueness: It's something different. (8/10)
Faction Missions: I liked the Osirian mission, but the rest are average. If you get lucky, you'll get Cheliax and Andoran in the same party, but that's unlikely. (7/10)
Overall: This scenario is somewhere between 3 and 4 stars, a solid 7 out of 10. (7/10)

Btw, Aram Zhey is a jerk. :)


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The best "splatbook" I've ever owned

5/5

The APG is the best "splatbook" I've ever purchased, in 30+ years of gaming. This rulebook contains many new options to create new heroes that you've never thought of before. The concept of archetypes was a simple and brilliant way to make a class something completely different. The new classes are welcome and fit in with the core classes. If your players are looking for something "different" to play, you should purchase this book.

The best news is that everything in this book (for the most part) is balanced and won't break your game. Also, there is NO FILLER in this book, amazing. This book is so solid, you sometimes wonder why this material wasn't part of the core game. I now consider this one of the core rulebooks. Great job.


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Still usable

4/5

Paizo did make this map a little too dark (thus 4 stars instead of 5), but I still find it usable. I can easily see the marker on this map.

In addition the darkness can add to the setting.

The reason this is a good map is because both sides are useful and are excellent variants. I use this map a lot.


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