Catfolk

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4/5

Since this product is missing the previews, I will provide a description the best I can.

Overall the artwork matches the tone and colors of most other cavern maps over the last few years (Twisted Caverns, Bigger Caverns, and Darklands Flip Tiles). If it wasn’t for the fact the map has no exits off the side, I would say it would be completely possible to connect the map with others seamlessly. Though many maps have side passages that go towards the edges before narrowing closed so I guess it is possible to pretend these can lead to other areas.

You have a mix of twisting tunnels and straight tunnels. The straight ones come either 1 tile wide while others are 2 tiles wide with rails running through them. Any straight tunnels have wooden beams on the side for support. There are a few twisting passages as well as natural occurring caverns. The maps look like four separate levels of the same mine with an elevator connecting to the rails of three of the mines, with the fourth level either not having a landing built for the elevator, with a worksite that could be where it reaches, or perhaps they reach final level with a rope system over a pit in the third level (GMs choice I guess)

Level One has three openings to the outside. Part of the mine has become flooded with water pooling in from one of the openings. This level is mostly artificial tunnels running in straight lines with a few rooms carved in. The only passage leading off the map is on this level, a 1 tile wide tunnel on the flooded side of the map.

Level Two has a mine rail running down the middle with medium sized caverns along both sides filled with purple mushrooms, blue crystals, and a pool of water. The caverns take up two-thirds of the map with the mine filling in the rest.

On level three the mines show signs of something terrible befalling the operation. The mine rails start in the center and goes in a U Shape, crossing a bottomless crevasse that cuts through the bottom third of the map. Most of the rest of the map is crisscrossed with narrow 1 tile passageways. The top of the map is dominated by 2 rooms. The first is a small room with a circular pit in it and some wooded beams tied together above it. The other chamber is medium sized with a dome of skulls. An opening in the dome has a purple miasma pouring out filling the whole chamber. Before the dome are 3 wells made from additional skulls.

On level four, all tunnels are now 1 tile wide, crisscrossing haphazardly across the map, with them sometimes widening before narrowing back down or leading into small worked chambers. A medium sized chamber in the corner has some wooden beams scattered about with some tools, suggesting that either the mine elevator extends this deep or everything is being lowered manually via a rope from above. A large chamber in the other corner is dominated by a large rune or summoning circle carved into the floor with lava flowing from the walls through narrow channels into the rune itself.

Overall I would say it’s a cool looking map pack. You get a pair of more generic looking mine maps that could be used for any typical mine. Then you get a pair of maps with more situational features on them. You can combine all four into a larger dungeon. With little imagination you could combine it with other maps, Flooded Dungeon, Twisted Caverns, Bigger Caverns, Darklands flip-tiles, or Mines, Sea Caves, or Cave map packs.

The narrow tunnels along with the crisscrossed nature of the place would force players to rethink some of their standard tactics while creatures familiar with the tunnels would be able to ambush PCs in ideal locations and attack from multiply directions while leaving the PCs with little room to maneuver.


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Fun Creepy Haunted House

4/5

This was one of the most fun scenarios I’ve ran so far for PFS. To be fair it can be brutal for players that are not prepared. I ran this for a group that was half level 5 and the other half level 4 and low tier was little rough for them but not too rough. Inexperienced players will be challenged by this scenario though.

My players found the entire place overly creepy, with it building up slowly over the course of the scenario. There is a rather unique roleplay encounter in here that as a GM I found rather enjoyable but a few good skill checks can ruin the fun.

Story wise, this ties in with a few other scenarios and has a big reveal at the end depending on what players already known about the season 5 story.

Spoiler:
I ran this right after running the Scars of the Third Crusade and The Blakros Matrimony as part of our build up towards the end of season 5 story and there was a bit of an “Aha! ... Oh Dang.” moment as all the dots connected. Also loosely connects with The Traitor’s Lodge.

Gave it 4 Stars because both my players and I had fun. They enjoyed learning the information the scenario reveals and I enjoyed the roleplay encounter it offers. Could have been 5 stars but the scenario does hit hard when it does hit and because the maps were not so fun to draw out (though the parts that sucked to draw were not required for the usual purpose).


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