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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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Assault of Diplomacy

3/5

Usually, I like using diplomatic solutions for encounters; Assault however takes this idea to extremes.

This is the first time in a scenario where I wish we killed everything instead of using Diplomacy. The scenario was unsatisfying because I felt we bypassed almost every encounter because we used Diplomacy. And as result, I left feeling like we handwaved and missed the entire scenario (including the final encounter).

The scenario ended in less than 2 hours (which could have been 60 minutes if the GM didn't waste time and we didn't have 3 new PF players). We had a single combat encounter, which was extremely easy (even though we played it wrong and made it more challenging by accident), and it wasn't as entertaining as I was lead to believe. The faction missions were above average.

If you’re only going to have only one mandatory combat encounter in a scenario, you’d better be sure the roleplaying encounters are interesting. The problem with Assault is that negotiations don’t necessarily mean a lot of roleplaying, or a lot of entertaining roleplaying in any case. And with an average GM, they’re just a bunch of skill checks.

Unlike other reviewers, minor boons as rewards at the end of the scenario aren’t important to me, and don’t affect whether I think a scenario is good or bad.

For me, the scenario was ruined by the potential overuse of Diplomacy (which ironically lead to a lack of roleplay).


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Stood the test of time

5/5

Paizo did a great job updating D&D 3.5 and to their credit the changes have been interesting, well balanced, and have stood the test of time. If you like D&D, you will love Pathfinder.


Puzzles solved by skill checks alone aren't fun

2/5

The concepts, ideas, and environment surrounding Delirium have great potential. Unfortunately, the execution of these concepts doesn't meet this potential, and what should have been a journey through the weird and fantastic, is in fact a stroll through the mundane.

The puzzles in Delirium are both solved by multiple (15+) consecutive skill checks that require very little in the way of player thought, interaction, or decision making. Rolling dice for the sake of rolling dice, until you get "10 successes" isn't interesting or fun (for me anyway, I suppose the other reviewers are easier to please). It's just 'meh'.

The maze:
In practice, the maze is either solved by:

1) A player "taking 10" and getting strongly assisted rolls, which allows the party to avoid all encounters in the maze (essentially the party automatically solves the maze).

2) The party encounters every filler encounter (which is also undesirable).

Either way, the maze is boring, which is exactly what the author was trying to avoid.

Although 'mazes are boring', mazes with a few simple puzzles that players can think about, are not boring. As much as "The Darkest Vengeance" is criticized for its (broken) puzzle, I think they did it right in the sense that it required some player input combined with some skill checks... now that's fun! The simple puzzles in Silent Tide are also fun. But this is not.

Another major problem I have with this scenario is that the players will never learn the (interesting) back story behind this scenario (unless the GM makes a major change to the scenario, or reads the back story to them at the end, lol).

Regarding the encounters, they're extremely easy, but more importantly, the majority of them aren't interesting. When I say the encounters are easy, what I mean is that six 1st level PCs could easily beat the scenario at subtier 4-5. I wish I was exaggerating.

Encounter details:

I would have preferred to cut the first two encounters out altogether, make the vermin non-combatants and allow the PCs to complete their faction missions. These encounters are just time wasters.

Regarding the maze, we're in a place that warps time and space, and the best we can come up with are... Morlocks and pit traps? Seriously? What a lost opportunity for some great storytelling. That maze should have had 1-2 simple (player solved!) puzzles combined with a roleplaying encounter (to tell us the story of the maze).

Regarding the optional encounter, it's a shame that it's optional since it's the most interesting encounter of the scenario! Great environment, great concept. Having said that, we're in a dream state and we fight... a giant leech? LOL. Again, with a little imagination, this encounter could have been so much more, especially because the GM can trash the PCs with very limited consequences.

The clever door is another series of consecutive skill checks, but it's more exciting than the maze because of the time factor. Since other skill checks are allowed to open the door (and the party will find a wand of water breathing), the encounter just seems dangerous when in fact it's not (it's basically for show), but I suppose it's better than TPKing your group.

The end encounter is simply too easy, it's highly likely the BBG will die in 1 round. I'm not sure why the author and designer didn't see this coming. His spell selection could be improved, for example being buffed with Mage Armor would help his survivability a lot. The box text is lacking as well, instead of being someone interesting, the BBG is just another crazy guy to kill. *Yawn*

I might seem overly harsh but unfortunately I just don't think this scenario will be satisfying to myself or my players (without major modifications). Everyone would leave the session saying "Is that it?". Not only was this scenario too easy, it just failed to be interesting. For me, what makes it worse is that the scenario had the framework to be something special.


Good variety

5/5

I've found these spell templates are very useful for my games and there's a good variety in the templates so that you can extrapolate if the radius / length is longer. It's close to being a must-have GM tool and they're highly recommended.


It's like everyone says...

5/5

This module is fun and has the potential for some crazy endings. A lot of the fun will depend on how much everyone likes roleplay. 5 star for roleplay players, 3 star otherwise.

There's not too much that hasn't already been said except for:
1) This needed a lot more prep than I thought it would (although it can easily be run straight)
2) The GM has to add more detail / excitement to the middle encounter, which is fine I guess.
3) Many reviews say this module took 2 hours, my particular groups likes to roleplay and it took 3.5 hours.
4) This is the first module in at least 10+ years where I actually read the box text almost word-for-word.

Good job!


Perfect for PFS too

5/5

This set is great for PFS also, since it contains a lot of animals (particularily monkeys) and tribes people, which you'll be using in various scenarios (especially Rescue on Azlant Ridge).

Great for creating an army, on a budget too!


Convoluted and messy

2/5

After reading Collector, I agree with the other reviewer: It's convoluted and messy, and there are many things that won't make sense to either the GM or the players.

Most of the encounters are super easy and high level groups will just crush them unless the NPC tactics are substantially improved, to at least make it interesting.

”Tactics”:
NPCs need good tactics to give them a fighting chance. Wouldn’t it be nice to showcase the monk’s abilities with a solid build and good tactics, so that it would dispel the myth that they’re a terrible class instead of reinforcing it?

On the other extreme, one encounter is so deadly it’s virtually guaranteed to kill at least 1+ PCs at subtier 10-11 (and is super weak at subtier 7-8). Did anyone playtest and crunch numbers, or was that intended? Sigh.

In the future, I'd like to see either the authors or the editor do a better job when it comes to balancing encounters and making reasonable tactics. We shouldn't see encounters that are ridiculously easy or completely unfair death traps.

The scenario isn’t all bad of course.

1) If you simplify and make changes to the background story, it’s somewhat interesting and unique.

2) Unlike other scenarios, the background to the scenario will be revealed. I really like this! Unfortunately, the NPC doing the delivery is annoying as written (and won’t promote much sympathy). I wish the NPC had a different personality, it would make it *harder* on the PCs to decide what to do next, not easier.

3) The environment (of the first encounter) feels somewhat exotic and it invokes cool Kung Fu images in my mind. Unfortunately, the NPCs will get schooled so badly, those visions will never emerge.

The ending:

Alas, the story finally ends in a very unsatisfying way. To me, the ending doesn’t feel heroic. It feels like you "do your job", but justice isn't served. Besides being "evil" (which makes no sense, her race is 'good' and she sacrificed her life to save others. It doesn't add up.) and trash talking us ("meat"), did the boss really deserve her fate? All she wanted to do was take back what was arguably hers and stop her pain. If you were being constantly tortured, isn’t this something you'd want to do? Is that so wrong? No, I don't think so. Unfortunately, we're Pathfinders which means all we care about is the book because we’re a bunch of mercenaries who follow orders without thinking. Well, most of us. :)

For me, I think I need to tweak or make an alternate ending, to at least make it justifiable that we kill her.

Currently, it's just depressing, which just makes the scenario feel even worse imo. Then again, most PF players I see just mercilessly beat the crap out of any enemy they see without thinking about it, so perhaps it won't matter to 90% of the players and GMs out there.

Collector has the potential to be a very memorable scenario and has a unique storyline, however it's not polished and needs major modifications before I think it would be fun for my home group.


Goblins Rule

5/5

This scenario suited my GMing style perfectly. This scenario had the best mix of strong roleplay combined with combat I've seen so far.

Frostfur to me was a roleplay sandbox, in that there was a lot of room to add your own roleplaying touches and personality into the scenario. The GM can (and should) take a lot of liberties with the roleplaying aspect of the scenario. If the GM plays it flat, as pure combat encounters and a few skill checks, the scenario is still good but not great.

Frostfur Captives is not like other scenarios, the encounters are not about killing the PCs, the encounters are about killing the goblins (and the PCs trying to protect them). The encounters in Frostfur will NOT challenge the PCs, even when playing up (2nd level PCs against subtier 4-5). The opponents are too weak, non-optimized and use poor tactics. However, the mission itself should be very difficult because Frostfur is an escort mission.

It seems to me Frostfur will play out very differently each time it's played.

Unlike MotTM, Frostfur can be played in non-home environments and still be a great experience.

Length: Long (with roleplay), medium (no RP). 4 hours in a hobby store and 5.5 hours at home.
Sweet Spot: All subtiers are ok, but the combat encounters were too weak unless you played up to subtier 4-5 and changed tactics.
Experience: GM at subtier 4-5
Entertainment: Like Rebecca Black says "Fun fun fun". (9/10)
Roleplay: Strong roleplay "sandbox" but depends heavily on the GMs added touches. (9/10)
Combat/Challenges: Combat challenges were too weak (especially considering there was one day rest between each encounter) and the tactics didn't fit the creatures well. (7/10)
Uniqueness: Escorting speaking goblins. Yes!(10/10)
Faction Missions: Great job Paizo! One mission per faction = good. Faction missions were good too! (10/10)
Overall: I think everyone in my two sessions had a memorable experience. (10/10)
Would you recommend: Yes

This was the 2nd best scenario I've run so far in PFS and hopefully the goblins in the Frostfur tribe will be memorable for you too!


Great Overall Use

4/5

This set has great overall use in campaigns outside of Rise of the Runelords.

I'm using this for PFS only and these minis have seen a lot of use. You can almost always find a use for goblins, zombies, shadows, some animals, and some distinct human NPCs.

Edit: I'm reducing the rating to 4 stars because the art and coloring have improved significantly since this set came out.


Perfect Flip-Mat

5/5

This is a perfect flip-mat. First of all, it can be re-used many times, how often are your low level characters in an otherwise non-descript village town square? Lots, so this map will see a lot of action.

Also, it has all the shops drawn in (you don't see roof tops). If you don't like the shop on the flip-map, you can place a map pack tile over top of it.

Well, maybe it's not perfect, the "B" side of the map doesn't have a variant version of the town square, but it's close and I'm pleased.


I feel a little sick...

2/5

As a scenario, Plague's main problem is that it fails to convey a good story to the PCs. The NPCs are morons. Plague is extremely railroaded (no sandbox at all) and too easy to be an "investigation" scenario.

”Weak Encounter Story Links”:

One of the main problems with this scenario are the story links between the encounters. They don't make a lot of sense. There's no mystery or investigation needed, we just stumble blindly from act to act. The PCs basically go from encounter to encounter slaughtering everything without knowing why.

For example:
1) Why are the lumberjacks attacking the druids? If lumberjacks found druids in the forest tending a grove, I doubt they would attack.

2) Why would the druids try to kill the lumberjacks given that they're diseased and nearly dead? (ACT 1)

3) Why can druids now control undead? And if they aren't, is Vondrella controlling them somehow? Doesn't make sense.

4) Why would the NPCs (Druids, cart dude, feast) give away the entire plot before its been implemented? And so easily? Does the pox make you retarded as well?

5) Why would the NPCs betray their allies so easily? Or not lie?

6) Why wouldn't some fey communicate with the PCs early, like at the lumberjack camp? (We never spoke to one fey the entire scenario). We don't even interact with the people we're trying to help.

7) The final act itself makes no sense; they're celebrating and committing suicide without even making sure the town is infected? Stupid!

To me a lot of the story links between encounters needs to be tweaked. Right now the PCs are lead by the nose from location to location, killing whatever they meet, without any of it making sense (to the PCs anyway). I did not enjoy this aspect of the scenario at all.

Another weakness of this scenario is that you can fail the scenario based on skill checks alone.

”Skill checks”:

This scenario can be failed on skill checks alone. In addition, there's no guidelines for the GM to run the skill challenge, and my GM ran it wrong, creating further problems.

Groups of 4 PCs, level 1 PCs, and groups with many unskilled PCs (Fighters, Clerics), will have issues completing the skill challenge. The skill challenge needed to be scaled based on the # of PCs.

I have no problem with skills checks being important in scenarios; I think it's a good thing. However, if the PCs successfully make the skill check test, I think the PCs should be allowed to complete the task "the easy way". If the PCs cannot make the skill check, you can still complete the scenario, but with some kind of penalty (Ex. In this scenario, more zombies, more villagers are dead, they take more disease damage, etc). That's my view on good scenario design, because failing the scenario based solely on skill checks alone isn't fun.

Another problem with skill checks making or breaking the scenario is that it causes (crappy and spineless) local GMs to fudge it for their home PCs. This actually happened with us, our GM waved the entire cure process (even though we made maybe 3 skill checks). What should have been an epic fail (and I would have preferred that), turned into an easy win. My GM hand waved the entire cure process and made a 100% cure for us. Yay for cheating (that's sarcasm btw)!


For GMs, handouts are useful to explain the encounter.

The back story in Plague is quite compelling; however, the players will never learn about it if played RAW. So it's just wasted.

Length: 1.5 hours as a player, 4 hours as a GM.
Sweet Spot: Avoid subtier 6-7, it will get silly.
Experience: Player at subtier 1-2, GM at subtier 3-4.
Entertainment: Worst PFS experience as a player. (2/10)
Roleplay: No roleplay (except insane bad guys being... insane). (2/10)
Combat/Challenges: Ridiculously easy (our party took 6 damage total). The skill challenge can be too hard for some groups. (1/10)
Maps: Lots of custom maps, would have preferred some use of flip maps. (6/10)
Boons: Maybe the best part of the scenario. (8/10)
Uniqueness: First PFS skill challenge? (8/10)
Faction Missions: Average (6/10)
Overall: Railroaded easy investigation scenarios aren't fun for me. (3/10)

As a player, this was my worst PFS experience. As a GM, it made me do more work than I wanted. I do not recommend.


Flips Mats please

2/5

I saw this map pack in action during Gen Con and it would have been much better as a (2 sided) flip mat imo. I would gladly buy this product if you made a flip mat version of it.

In general, I found the arrows distracting and the tiles never (perfectly) lined up with each other. Also, it was annoying when the tiles were knocked around by by mistake.


Welcome to Whitethrone

3/5

I thought this scenario had a really nice variety of both combat and non-combat encounters and some roleplay as well. This was at subtier 4-5

The combat encounters were both challenging and interesting. The first encounter, if played right (ours wasn't) is quite deadly and tactically interesting. And finally, a memorable final boss encounter!

The only unfortunate thing about the scenario is that our GM gave us too many ideas on how to get into the city, even when we had the skills and ideas to do something more creative. Yes, we asked for ideas, however I feel players should sometimes have to struggle. Player solutions to problems are often more interesting, creative, and plain crazy compared to typical module solutions. As GM, just say "yes" to them.


Ending is good

4/5

I agree with the other reviewers, stop embarrassing Barbarian NPCs and give them 2H weapons. If PCs are able to do 15+ points of damage each round, NPCs should be able to as well. What’s good for the goose is good for the gander.

Unfortunately I didn't play enough to have a solid opinion of this scenario, I did however enjoy the end fight and it was quite challenging (3 players out of 6 dropped and I was pretty sure we were going to die) at subtier 4-5.


Ice Poopsickles

1/5

This scenario was poorly edited. This scenario was filler until the end fight, and the end fight (to the series!) was disappointing as hell.

The encounters are memorable for all the wrong reasons, they won't challenge the party, but they have a chance of killing one character.

One encounter in particular, was sprung on us like a trap, like something blew up under our feet. We should have had at least a few rounds to prepare (especially since we made a 30+ Perception check). Hopefully that was a GM mistake and not the intent of the author. It was deadly enough to kill a pregen of the correct level, so beware, it could easily kill PCs "playing up".

The end fight was both bland and super easy. However, with a little bit of bad luck it can end with a PC death. Either way, it's not fun and was extremely disappointing. I was really surprised when I killed the boss, I thought they were just guards and there would be another encounter after that. And that lead to a "is that it" moment, which is not the best way to end a 3 part series.


Enjoyable Intro to PFS

3/5

In it's current format, Tide is only really good for brand new level 1 PCs playing their first adventure.

It's kind of cheesy too since you're the only ones interested in "saving Absalom" from creatures even 10 year old boys with pitchforks could handle. It has not aged well.

It runs short (2-3 hours).

Having said that, it's enjoyable and a decent introduction for new players to PFS.


This Mauler is toothless

2/5

As much as I hate to say it, this scenario was as much of a railroad, if not more, than compared to other scenarios. At least when you're going room-by-room, they’re being honest about it.

In Mauler, you're basically hand fed information to connect-the-dots, from point A, to point B, to point C. No thinking required. Skills were needed, but that doesn't make a scenario interesting does it? I'm not even positive that failed skill checks would mean failing the scenario, you could probably complete it without (I won't know until I read Mauler). There was no mystery (that the players could figure out) basically. Having a murder mystery without plot twists, more than one suspect, or needing to think sucks imo.

There was only one enjoyable scene and that was roleplaying with Vilk's "friend", and that's only because our GM was great at roleplaying.

All of the encounters were incredibly easy as well as uninteresting.

Spoiler:
Most encounters, especially the forest encounter, felt like filler. My group wasn’t even penalized for playing it stupidly (not using ranged weapons on the plants). That's the kind of encounter I want to beat down my group for being cocky, but it just wasn't happening. Did we take 1 hp of damage?

The final encounter wasn't even a challenge, I think we took 3 hp of damage and took Vilk down in 2 rounds. Final encounters should at least be challenging.

We played this at subtier 1-2, maybe it plays better at higher subtiers.

In addition, some encounters made no sense at all.

Spoiler:
For example, the sewer encounter. Seriously, we’re in Ustalav, can't we think of something better than that? And how come Vilk was able to run past it easily and we can't?

The chase mechanic just didn't work for some reason. I think it was because the GM was too slow setting it up, a chase should feel dynamic, with little time to think. It took 5 minutes to setup and then we caught Vilk in the first round.

Honestly, before chasing Vilk we took lots of time to complete our factions missions, we fought in the sewer, THEN we chased Vilk. He should have been long gone. The faction missions occurred at a horrible time.

Also, if Vilk knew we were going to protect the judge, why did he go there when he could have just gone to his real target and killed him without us knowing? (Perhaps the GM took liberties with what he said ("I never intended to kill the judge, she’s not my real target")).

Also, the novelty of homosexual relationships is wearing thin. My table just groaned and rolled their eyes.

Again, this is another scenario where we really could have done without the faction missions. To make matters worse, some faction missions were either highly contentious (Andoran) or extremely difficult (Osirian).

Needless to say, I was extremely disappointed with Mauler, I was expecting some kind of mystery, something where I had to think, maybe with a neat plot twist. Alas, we were just stuck with a mangy dog which we put down in 2 rounds with only a 1st level monk and a ranger. Mauler is serviceable, but not 5 star material.


Sewers: Version 3.0

4/5

Sewer Dragons was the best scenario I played at Gencon 2011. Despite the name, you’re not going to spend all of your time on a 5' wide path.

Edit: I feel the need to edit my review. When I played Sewers, my GM (ran the scenario cold) mistakenly included all of the traps (and other features) from subtier 6-7 into subtier 3-4. So of course this scenario was much harder than normal (the final encounter was actually too hard). Without at least some of these traps though, Sewers loses some of it's charm, flavor and uniqueness, and subtier 3-4 would be kind of plain without them.

Sewers does not work well at subtier 6-7, it's too easy. You can't just add harmless CR 2 creatures and hope that it scales everything to subtier 6-7. Most of the encounters would be over before they even start.

The first trap could have also been a lot more vicious (in both subtiers), it wasn't damaging enough to be a factor, and because of its design it only caught 1 PC in two sessions.

Having said that, the scenario did have a wonderful mix of interesting NPCs, roleplaying, exploration, and combat.

Detailed Rating:

Length: Could run long. If players have trouble making basic decisions, it could run 6 hours. Ran 4 hours at Gencon.
Sweet Spot: Subtier 3-4. I think Sewers is a bit too easy at subtier 6-7.
Experience: GM at subtier 3-4 (6 players), player at subtier 3-4 (4 players).
Entertainment: It was a good time. (8/10)
Roleplay: A good emount of interesting roleplay. (8/10)
Combat/Challenges: Could be too easy at both subtiers. The only reason it wasn't easy at subtier 3-4 was because of significant GM mistakes. (6/10)
Maps: Not unique, but good. (8/10)
Boons: None. (n/a)
Uniqueness: Fairly unique, got to teach the players a little bit more about Absalom. (8/10)
Faction Missions: Good. Some of the missions are a little controversial though (but I didn't mind). (8/10)

Overall: The ease of combats kind of ruins it, but it was still a good time. (7/10)


Karma is a b____

5/5

If you're one of those GMs that like to run the scenario "as is", this is not the scenario for you. Unmodified, this is a 2 star killer scenario that should be avoided. Even victorious, your players will likely be annoyed and won't have fun.

As others have already stated, this is a killer scenario (especially with the optional encounter). Ideally you should have 6 PCs and the group should be APL 3 at subtier 1-2 and APL of 6 at subtier 4-5 (to avoid a TPK).

Having said that, with some modifications, this scenario is great. One of the best aspects of this scenario is that it oozes dark gothic horror, that was fun to GM. Even the intro was fun.

Length: Long. I thought it was going to take 5 hours and it took almost 6 hours. To fit into 5 hours, much handwaving has to be done (and the optional encounter skipped).
Sweet Spot: Both subtiers are equally good.
Experience: GM subtier 1-2.
Entertainment: Overall DV is fun, although the optional and final encounter can be frustrating.(9/10)
Roleplay: This scenario has some fun roleplay at the start and some interesting interactions later (depends on GM). (10/10)
Combat/Challenges: Too deadly at times. The puzzle the PCs are meant to solve is unlikely to be solved without modifications. (4/10)
Uniqueness: It's memorable, hopefully not for the wrong reasons. (9/10)
Faction Missions: Average Mcguffin and they don't really add anything the scenario. Then again, you probably wouldn't have time for anything more involved. (7/10)
Overall: With changes to the final encounter and puzzle, this is a great and memorable scenario. Unmodified it's a mess and frustrating at best. (9/10)

I highly recommend reading the GM thread on this scenario and I'll post my thoughts there.

The GM should modify the puzzle in the scenario. As written, most groups won't even get the clues needed to solve the puzzle. Even with the clues, my group of players almost didn't figure it out (it took 20+ minutes).

Edit: Bumping to 5 stars since this is exactly the kind of scenario I like, with the exception of the problems with the final encounter and puzzle.

The reason I bought this scenario was because of the creepy dark horror theme, and I wasn't disappointed. So if your players like dark horror themes and you're willing to heavily modify the main puzzle and the final encounters, your players will have a good time.


Swiper no swiping

4/5

Tide of the Morning is a fun little adventure with a main enemy that reminds me a lot of Swiper, from kids TV show "Dora the Exporer". Tide isn't that hard but it can be a lot of fun. There's some roleplay, some exploration, and a unique combat at the end.

The last encounter:

I'd recommend that GMs play hide and seek in the last encounter instead of running laps.

If you run laps, the last encounter will not only be over very quickly, but it will also be anti-climatic. This is unfortunately what happened when I played this scenario, and I rated it poorly because of that.

The last encounter in Tide could use some updating, especially at subtier 1-2. Also, there's a subtier 1-2 encounter that can turn deadly and ironically... it's easier at subtier 4-5. Tide runs well at subtier 4-5.

”Detailed Rating”:

Length: Short. Could take as little as 2 hours, will take 4 hours with slow players.
Experience: GMed this twice at subtier 4-5 (both played up). Player with 4 players (well-made) at subtier 4-5 (was too easy even in 2009).
Sweet Spot: Subtier 4-5 playing up if possible. Subtier 1-2 has no challenge at all, to the point of it not being fun.
Entertainment: The main villains are quite entertaining if the GM can do voice acting. (8/10)
Story: It was a simple but good story. (7/10)
Roleplay: Good roleplaying, but will depend on players/GM. (7/10)
Combat/Challenges: It's OK at subtier 4-5, but too easy and non-fun at subtier 1-2. (6/10)
Maps: Awesome maps with great use of terrain. (9/10)
Boons: n/a. (n/a)
Uniqueness: The ending was definitely unique.(9/10)
Faction Missions: Faction missions were flavorful but average. (7/10)

Overall: If you have a GM that can play the villains with personality and flavor (at subtier 4-5), Tide can be a good time. (8/10)


Roleplaying on Steroids

5/5

This scenario is roleplaying on steroids. As a matter of fact, it will consume almost all of your gaming session. If your group likes combat but doesn't like roleplaying / talking, your group will NOT like this scenario.

This is a scenario for experienced GMs only and GMs who are comfortable with open-ended play. This isn't a scenario you just "pick up and play", the GM has to do some work to make it run smoothly.

I also think that Mermaid is best experienced at home (as opposed to loud convention halls with time limits). There is a lot of subtle roleplaying that could occur and it just can't be done while raising your voice the entire time.

Having said that, the payoff is great. The NPCs in this scenario are interesting, the story is fun. The NPC background stories are adult themed and thought should be given if you think children might be at the table. For adults it's hilarious though! We laughed a lot this scenario.

Length: Extremely long. Great care has to be taken to get to the first encounter as fast as possible. In my home game, this scenario took 6.5 hours. It will take the full slot.
Sweet Spot: It's best to play Mermaid at subtier 1-2. High level PCs have abilities and spells that could break the storyline if your GM is unprepared.
Experience: GM subtier 1-2.
Entertainment: Extremely funny if you like roleplay. (10/10)
Roleplay: Roleplayers will be in heaven, combat monkeys in hell. (10/10)
Combat/Challenges: The challenge is the investigation, which is great. There is hardly any combat. (10/10)
Uniqueness: Very unique to PFS. (10/10)
Faction Missions: Average. Because of the time constraints, they're an unwanted distraction and GMs will have to keep on eye on time. (7/10)
Overall: This scenario is memorable and can lead to great roleplaying moments. (10/10)

I highly recommend reading the GM thread on this scenario, because smart players could easily derail the scenario (or you'll be forced to railroad, which several GMs have done and which I think every player hates).

I've also included my notes for this scenario, which I hope helps fellow GMs prepare.
http://www.zumodrive.com/share/cwUrYWFjYW

One last thing, Paizo, could you not put spoilers in the title of the scenario or on the cover of the scenario?

The bottom line is that this scenario will be hit-or-miss with GMs and players, you either love it or hate it. My group loved it, but I can easily see how it could be hated. Good luck and have fun!


Glory Awaits!

5/5

This simple scenario has a really nice mix of investigation, combat, and roleplay.

Length: Medium-Long. At Gencon it took 3.5 hours, in my home game it took almost 5.5 hours.
Sweet Spot: It seems the most realistic at subtier 3-4, it can be very challenging at subtier 1-2, and it doesn't scale well at subtier 6-7 (avoid).
Experience: GM and player at tiers 1-2
Entertainment: It was fun, everyone had a role to play. (9/10)
Roleplay: Medium roleplay, depends on the group/DM. (8/10)
Combat/Challenges: Challenges were simple and deadly (maybe too deadly for some tier 1 groups). Finale was epic.(8/10)
Uniqueness: It was simple but interesting. I made some changes.(7/10)
Faction Missions: Better than average, depends on DMs interpretation. (9/10)
Overall: Good time, nice mix of everything (9/10)

Spoiler:
I really emphasized:
1) The betrayal of Kretchmoor as Becher's former friend, emphasizing the dog-eats-dog world of Taldor
2) Kretchmoor trying to make a deal with the PCs
3) The grande finale of course!
4) The after effects on the town, which most PF DMs usually don't do.

The only bad thing I can say about this scenario is the TPK potential for level 1 characters.

My players were very happy with this scenario. This scenario should definitely be updated for the PFRPG.


The title sounds mysterious and creepy, but the scenario doesn't deliver

3/5

I thought this scenario was fairly standard fare (combat orientated) until the last encounter which was kind of cool. This scenario was played at tier 1-2, maybe it's better at higher subtiers.

Edit: After reading various posts on this scenario, it seems like it's really important for GMs to add a lot of their own fluff to this scenario, to make this scenario memorable. Otherwise it's fairly average.

The backstory was interesting but difficult for the DM to convey. There was a horror theme for the last encounter only, standard romp besides that.

This is a medium length scenario (3 hours for us and we were cautious). I'm not sure why some other reviewers went overtime, there was only 1 encounter that might cause this.


Citadel has some memorable moments

5/5

Citadel has a nice variety of challenges, both combat and non-combat. Nice backstory. It also had some memorable moments near the end, especially for the Cheliax faction.

I found there was an above average amount of player strife in this scenario (due to factions), especially if you have a Taldor / Andoran player or Paladin in the group, which can cause a loss of fun.

I also found that this scenario can be a little rough on 1st level groups if they don't own a wand of cure light wounds. There's potentially a lot of damage in this scenario.

Length: Medium.
Sweet Spot: Both subtiers are good.
Experience: Player and GM, both at subtier 1-2.
Entertainment: Fun for everyone. (9/10)
Roleplay: Good roleplay. (9/10)
Combat/Challenges: Good. Neat concept on BBG fight, but rarely gets used (unless tweaked). (8/10)
Uniqueness: The encounters were unique and memorable (9/10)
Faction Missions: Very good, but players could disagree on how they want to handle things. Cheliax mission is awesome. (9/10)
Overall: Fun. (9/10)

Edit: Bumping to 5 stars since this is exactly the kind of scenario I like, with the exception that the last encounter could be slightly different and more challenging.

Imo this scenario is extremely risky if you decide to play up.


Opera massacre needs to be creepier and more believable

3/5

I thought this was fairly standard (combat orientated) faire and although the setting is pretty cool, it's up to the GM to make or break the setting with details and roleplay. This scenario could have been really creepy, but it's open to GM interpretation because the scenario doesn't suggest anything of the sort (and would probably offend some people if it did).

I found several things unbelievable, which kind of ruined my suspension of disbelief. For example,

Spoiler:
After the first encounter, it's hard to believe everyone, EVERYONE, in the opera is dead. It took us 2 rounds to beat the first encounter and we turn around and everyone in the opera was dead. Stupid.

We should have had the chance to rescue some people (that were being attacked) and lead people to a safe place. People should have been hiding in some of the empty rooms, the enemy at the door trying to get in.

Also, no one had any items or money on them, which makes no sense considering they were nobles. If this were regular home play, we should have made tonnes of money. Which is just yet another reason why it makes the sense that most of the opera should have been barricaded into one room, fearing for their lives, so we have limited loot options.

There should have also been more options to find armor and weapons on the ground, in case PCs decided to dress up and take limited armor and weapons.

It also could have worked out better if some of the NPCs help you fight (ala Decline of Glory), then you can have these epic fights that are much above their APL, but still possible.

Also, I don't like that Frost gave some of the enemy picks (x4 crit damage), it's the perfect way to ruin someone's introduction to PF (or make the DM fudge).

This is a short scenario (2 hours) and can be played up with the normal risk (because of non-optimal spell selection).

With the right GM (and changes to the scenario to make it more believable), this scenario could be 4 stars (maybe even 5 with awesome roleplay details and a massive royal rumble and chaos), but I think it's more typical that it's a 3 star with most GMs.


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