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Goblin Squad Member. *Venture-Lieutenant, Virginia—Fairfax 45 posts. 41 reviews. No lists. No wishlists. 38 Organized Play characters.



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I want to know what Moss Sloth tastes like

3/5

It's nice to be going back to the Blackwood Swamp. I've enjoyed the stories that take place in this area and this one, was kind of fun. But, my goodness, get ready for skill checks galore. Now, they are not bad skill checks nor nonsense ones either. Just there are sooo many skill checks. We, the party, got to the third area of skill check sections and looked at each other with confused looks then looked at the GM and asked "There's more???". It's a bit much and if you're not prepared for the theme of them, you can be in a bit of a uphill journey. Still manageable I would feel.

Combat overall is good.

Story elements are a bit off. Main plot sensible and fun. Liked the idea of it. Side plots feel forced in to fill a quota.


Standard Intro to a season that could have some fun flavor

3/5

It's your standard intro adventure. If you've done one then you will have done this one. Intro's have to get out a lot of information in a short amount of time that will set up a year of play. It can feel a little odd, disjointed, confusing, and all over the player. But that's not a negative, just a standard for Intro scenarios.

Overall, very standard feeling so that's a good thing. It means consistancy in writing and planning, which is a good thing from a overall aspect.

Combat is standard, except for the last one. I have to really question a choice in wording. The last combat we are fighting Brine Sharks. Okay, very thematic to the flavor of this season. I like it. But why Baby Brine Sharks? Why put Baby there? That can lead to some uncomfortable collar tugging, baby seal jokes, and other thinks. Just be aware of that if you run it. Maybe change the word to Young, Juvenile, etc.


Great story, TERRIBLE combat balance

1/5

I was very disappointed with this one. It's interesting story idea and direction are destroyed by someone really needing help understanding combats.

The balance of the enemies in both high and low play is terrible. I've ran and played this one and it's only reason for existing is to punish players and not in a fun way.

When I ran this high level, I had a near TPK in the first combat. I draining people so bad some died from drain. I doubt who ever did the combat design for this realized how grappling rules and drain combine to then add on the idea of the drain is cumulative. After that, people were not really having fun with this one at my table no matter how much I tried to get their spirits back up. And this was not just some new players. This is players that have played this since season one and a number of 4 and 5 glyph GMs I was running it for.

When I played this, the first combat was rather easy so I figured it must be a high level balance issue. Nope, I was so wrong. We got to the second combat and wiped. Once again not new players either, another group of players that have been playing for years with 2e and the GM was one of the players I ran for. He even commented to me that someone really had no idea how to balance out combat when writing this.

I would avoid this one. It's sad though. The story idea is one I love. I want to see more of and I do enough other things this author has done. Hopefully, he fires who ever he got helping with combat.


Nice dungeon crawling style

4/5

Had fun playing it. Didn't get to run it yet but seems like it would be fun to do.


Solid and enjoyable mod

4/5

It was a fun mod to run and play in. Solid, simple, direct, lots of roleplaying options and enjoyable combat.


Combat heavy but can be workable

3/5

Ran this for 4 level 8's all seasoned players and it took 7.5 hours to finish.

I think some of the problems is that monsters waste time. I ran it as written and made a mistake with the end monsters digging abilities. But other than that, the monsters are written to focus on slugging it out instead of going for the objectives.

If I ran this again, I'd only have the monsters engage the PC's if the PC got in their way and inside send them to the objective first. A monster off the table is one that doesn't need to be defeated in long combat.


Avoid this module unless you have to play it then look below for a fix for it

1/5

This mod is a fun killing mod. I have played and ran this mod and each time, I saw players get table slapping angry at it. Why, you might ask. It's because of the end Research Project.

Who ever did the DC's for that project really needs to go back and edit this mod to fix them. They are so high that unless you have a person that specializes in all those skills of rank expert or higher, you will fail this module. You will lose out on treasure bundles. This means if you do not have a character that is highly focused in Society, Occultism, Arcana, Religion, AND perception, you will fail.

It got so bad at the tables I was at, that over half of the table just sat there watching someone else hopefully roll 20's on their dice for over an hour. That is half the table sitting there doing nothing but getting angry and, if they tried to help, the DC's were so high that they often got crit fails which took away all the hard work the others were doing.

That is not how a society play game should be. You should not have people getting angry cause they have literally no way to succeed. That is not fun. That makes people hate society play. I had to talk one player into wanting to keep playing society.

I don't think this is the authors fault. He has written one of my favorite mods "Bandits of Immenwood" but who ever did the math for the DC's, might need an editor to double check their work in the future.

Since this is a first scenario of Year two, here is what I can recommend to fix the last part. Drop the DC's by at the very least 5. Then you might succeed.

I help run some conventions in the area and I'm going to tell the people there, this mod is not allowed to be played at them. After seeing players get angry and lose all their enjoyment, I am not going to let that happen for conventions or games days I've worked to build up.

I suspect this mod was rushed out the door for the start of Season 2. I was hoping Society Play would fix this before release after Gencon but they have not.

The end Research Project, while a fun idea and I do think is great to put in, needs it's DC's fixed to be more accessible for groups of players that just come together to adventure. Pre-made tables where you power game, this will be a cake walk with some of the players getting bored.

Overall, the story is fun. The exploration is good. There are some elements of suspense, but they are ruined by unattainable hurdles. Thus costing you treasure, reputation, and most importantly, the FUN OF THE PLAYERS.

I'd say avoid this one but there is word that it will tie into 2-03. So if you have to run it or play it, get the DC's at the end dropped by 5 at the least. Your players will have more fun and feel less useless.


Authors seem to love Young Frankenstein

4/5

I had so much fun playing and running this. A good take on the movie Young Frankenstein. Each game, players were doing the voices and all the jokes. It was a riot.

Combat was challenging to cake walk. It's easily broken by a single spell. But if they don't have that single spell, it's a challenge. Nearly destroyed a party one time.


Easily broken by spells

3/5

This was a fun one. A nice caravan trip one with little roleplaying in it sadly.

The fights can be cake walk to hard. It all depends on what spells the casters have. Dropping a firewall in this can pretty much shut down two fights into cake walk range. That spell can even remove any threat from the last boss.

Overall, it's fun just cause of the end boss guy. Everything else is very standard.


Love it!....but there are problems

3/5

I love this module. Screwing with the Razmirian's is such a nice treat. But you will hit a time crunch on this FAST. There is so much here, maybe too much.

I think the mini-game of rebuilding a keep could have been cut down by half.

If you don't have a people that are good at diplomacy AND a player that loves keeping track of charts, you will be hurting on time fast.


Better than I was expecting

4/5

Strong premise for the story which can be hard to do in Quests. I makes the adventure feel larger that what it is on paper and that's pretty impressive writing. I would like to see this idea flushed out more in a full scenario.

The mechanics are fun. Exploring with bonuses and drawbacks that you don't know are coming till the end keeps it fresh feeling.

There is a lot of options for roleplaying in this. More than I've seen in many quests.

It's a great way to finish off the quests.


Came in looking for just one thing, left loving it and soo much more

5/5

I bought this book mostly for just the Swashbuckler so I could use it in Society Play, but as I read more I found it has soo much more to offer in this book and when I found out Society Play is going to be making much of the book legal for play, I fell in love with this book.

The Ancestries blew me away at the options. I knew about some of the races we were getting and that was cool (love that we got Orcs!) but the addition of the Versatile Heritages was what nailed it for me. Being able to mix options like Kobold and Dhampir? So many new RP options opened up! This is what I love about roleplaying games. Getting options AND being able to use these options for play in the games I play. I’ve got so many new character ideas in my head I have to limit them down.

For the classes, like I said, I was here mostly for the Swashbuckler and I’m very happy with it. I’ve looked a bit at the others but once again, I’m very happy with more options for players. I loved that I found out that they are continuing the support for the original classes too. I did not expect them to do that but loved that they did. They even added in more Animal Companions and Familiars.

But the main thing that amazed me about the book was the Archetypes. Soo many options and they brought back some like Assassin and Shadowdancer but made them much more accessible to other core classes. An Assassin that can be lawful good. I love this stuff. This for me turned into the biggest part of the book I fell in love with and often I just jump to this section for new ideas.

Those three options are the major benefits of the book for me, but then I found there was one more that I must call out. Pathfinder Society Plays authorization for use in Society play. Anything not uncommon or rare is allowed for play. My goodness....I love Society play but it always felt like it was an after thought in 1e in how they would allow new material. Often, I would avoid buying books because I was never sure if I could use the items at the table. But seeing what they are allowing from this book, if you play Society this becomes a must buy. If you are playing a home game, this is a amazing addition for your game.


Bhopan Lore is too OP.

4/5

Rather enjoyed this one but a bit too much Bhopan Lore that it's now a running joke at our tables.

The opening combat was odd and still doesn't make sense to me as to why it was done, I'm guessing a need Bhopan Lore for that.

But getting into the culture, where it did explain stuff to people that didn't have Bhopan Lore, was really fun! The greetings were a blast to have fun with and their world and how it worked was engaging. It builds something you want to explore and learn more about.

It has a nice bit on intrigue in it from multiple angles along with multiple paths the story can branch to. I always like this. It's nice when my illusion of choice does have mechanical affects at the end and I'm very okay with that.

I wish we got to spend more time with the lore but it's a bit quick. But the skill challenge section is enjoyably written that everyone can do something, even if you don't have Bhopan Lore.

I would say it's a fun mod that's best to have part two played right after. Oh and if a player shows up with Bhopan Lore, they might be metagaming.


Running, running, running!

4/5

This is best played right after part one with how it picks up. Doing that, made this adventure feel all the more exciting. Doing this one with out doing part one first, I might not thing as highly of then. Heck, I might even knock a star off if I had not played part one right before this one.

It's not often that I get to feel like a hero and a Pathfinder and this one gave me that feeling. I love scenarios where you help people that are really in danger. Not just the "oh they are in danger but mechanically they are invulnerable", no I mean in danger of the surroundings and in danger of you too. Pathfinder 2e's rule of making everyone trained in their own hands comes in handy here. Oh...did not mean to make that a pun.

The chase mechanics can be dangerous. Our parties rolls turned really well but I could see this being a pain if luck turns against you in it. But I can also see it being a nail biting chase so...it breaks on the side of good for me.

Combat at the end was not what I was expecting, and that is a positive. It's nice when a melee character is not useless in combat where ranged people are powerful. I sometimes felt stronger than the casters. I like that, I feel like I'm helping. I'm not sidelined.

Overall, best played right after part one. If not, your mileage might vairy.


Why is this not Envoys Alliance?

4/5

This was fun cuase we get to help introduce new groups to the Pathfinders and being hobgoblin, that's just another check for fun for me.

Combats felt solid and fun with decent skill checks that actually felt like they mattered in the scope of the adventure. Something I actually wish I so more often.

The NPCs were enjoyable and were written with a clear sense of purpose in their intents. That is nice world building there for me.

The only negative I would have to strike against it is that it's not an Envoys Alliance tag. Which makes no sense to me as you are bringing in new people and establishing new connections.

Overall, it's solid, fun, interesting to see Pathfinder training, and strong lore sense.


Only the last combat really stayed with me

4/5

The first two thirds of this module were literally in one ear and out the other for me. Nothing really drew me into them in story, plot, or combat. But that was not a bad thing. I do recall they were fun, but nothing that really impacted me or left much of any memory.

The last combat though, that was fun. It can be a difficult fight if you take the obvious path, but thinking like a pathfinder and finding new ways to do it, you get something interesting and kind of iconic in a way. I have to give it to the designers for putting the topography elevations on the map. That was a smart addition.


Written for old guard and not the new players

2/5

I never played any of the eyes of the ten and often I would just hear a number of the players from 1e talk about it at this table. A bit too much at times.

This mod is written as, I'm guess, a ode to the past or to let old players see what happened to a area they are nostalgic for. But as a newer player, I just saw a odd mess.

The use of the tiles map pack made it feel like someone was just told to write an adventure to use up these random tiles that made little to no sense in their layout or encountering. And I'm not talking about how the author used them, I'm talking about the actual tiles themselves made no sense and I can see why they got so little use before this mod.

The overall story isn't bad. Though apparently, this NPC you have to be escorting has a trope of getting betrayed and apparently it happens often to her.

Mechanically, it was fun in a number of rooms for combat but sometimes, it made little sense at how easy they were to bypass or difficult to get through. It's obviously designed for the most balanced party you can have with one person from each class doing what that class is designed for. Sounds good in theory since some classes can do things others do but it can also make this one frustrating.

It relies a lot on skill checks which can leave non skilled players screwing over the party even with out them indenting to do so and costing everyone resources in spells, extra combat, and lose of treasure.

The escorting:

Spoiler:
The NPC you have to work with is so frustrating being immune to everything. This just makes her pointless to have on the field and sucks all the tension out. There are fun parts where you get tossed around the map and you worry she's going to be distracted from her spell that she needs to cast. But then you quickly realize she never takes damage or gets interrupted, so why have her on the field, why care? Why try to put tension in it if there is none?

The Boon on the Chronicle:

Spoiler:
The boon on the chronicle is completely useless to most everyone. Making it required to be master in survival to get when it's on a chronicle is just pointless. I could see trained or maybe expert but Master? Sorry no, that just feels like I'm not good enough for all the hard work I did.

It might sound like a lot of negative and it is, but it's not a bad modules really. Combat is not broken, you are not left helpless, you do progress forward, and to those that are not new to this eyes of ten thing, it can be surprising.

If you are a fan of that eyes thing, I would say you might find more in it than I did. For me, it was a simple journey through the planes that was a little messy.


Watch out, squirrels!!

4/5

There is not much roleplaying in this or skills. But the combats were fun and you can really set the tone with the atmosphere. I normally like a more roleplaying in my scenarios but this one did a nice feeling of atmosphere and the challenge of protecting the cart. It made me like combat a lot more both running and playing. There are some odd choices for enemies but they make sense, which I loved in the end. It was so strange but a wonderful strange.

For someone that puts more focus on roleplaying than combat, this was a very enjoyable combat crawl.


Blaze a trail to fun!

5/5

Note: It's confusing if this is repeatable or not. The site does not list the tag but the module does. That needs to be fix Paizo, but I'm not marking a point off the module for that mistake.

This is a fun one. You get exploration that feels like you are pushing against nature which gives you a nice choice of combats that make sense for what you can see in nature and in the region. The roleplaying encounters also fit the feel of nature. I found this one really rewards player creativity. Which is a major boon in my book as this builds stories players will remember and attach to the story. When you get that right mix, you get something good and this gets it.


Solid repeatable

4/5

I don't have much to say on this. It's solid and fun. I can see people that want to use a katana will want to play this one. Everything about this I just found solid: story, combat, roleplaying. I wish I had more to say and that's why I can't rate it higher but I can't rate it lower either.


So much win in this

5/5

I loved this. So much fun on so many levels. You get things for roleplayers and rollplayers. Acting out a play, exploring a sewer, dealing with mercenaries with varied options, and getting moral choices at the end, yes please more.

Loved the stories and lore of this and I felt I always had something to do as a player and later as a GM. Getting people into the swing of it is so much fun.

Stats at the end for a possible end monster were incorrect in the original print so be aware of that. But I've never had any people want to fight him as they get moral choices to face and that's a great challenge for players that really want to stretch their characters.


It's a strange one

3/5

I really found this one kind of strange. The combats range from filler to optional to making a cohesive story sense. Two of them combats make no sense to me to have in the game other than "it's a regional thing!". Combat could have used a bit more refocusing as to why it is in the story.

It's suppose to be an exploration one but it doesn't really feel like it. It does one thing of putting a treasure bundle in the exploration that you must be doing a specific search action to find and if you do not have someone that can do it, you miss it. While I'm not saying players deserve ever bundle, this is one that can be missed because you don't have one character that can cast one specific spell that must take one specific exploration action. Missing an treasure bundle because of something too specific is silly. Missing cause of rolls is okay to me. But being so narrowed down to one spell and one action is not fair.

I feel that the temple area at the end could have been used more. It's interesting and I liked the enemy choices there as it made sense for the story. The end monster was fun too, though I have to point out if you are going to have real world physics affect things in a game, you need to take it out the whole way. Certain metals are not magnetic and if you are using those metals, why are they being affected? It led to a discussion of magnetic properties of metals that kind of derailed the game for a bit. Perhaps a short note in the module would be useful.


The new version is a good change

4/5

I played Tarnbreaker both before and after it was changed. It does feel better after the changes as it feels like you can fail, and yes you can now. Pushing yourself against nature was kind of fun and doing it in the frame work of following the legends of old was a nice flavor to add on.

One part at the end is if the party helps another cross the finish line means they can lose. This was kind of stupid I feel. Write it so the legend of old did the same thing and this only adds on more points to the party so they will get the win if they do the good thing of helping a party cross the finish line. I think locking it too much to the point system kind of holds it back.

The combat is scary at the end which is nice. Good challenge that really snaps everyone's focus on that and the possibly of doing a rescue during it, just adds a nice level of complication for players to debate with their morals.


Choices, consequences, and roleplaying

5/5

Revolution on the Riverside is one of my favorites so far. But I'm going to make that statement with a caveat, it's best with a group that wants to roleplay.

I found the story and choices the players faced the best for roleplaying and less impressive with combat. Having the ability to change the power structure in a small area of the world is a fun thing and this does it well. They keep each side nicely in the grey and even offer up lore that makes all choies viable.

One thing I wish was stressed more, was how this would affect the Society. The players feel too free as agents and with no responsibility of being agents. I would have liked to see more notes of how the players choices will affect the Society's standing in the region. I had to RP that part out from their contact as many didn't thing of that.

But even with that failing, I loved this. I got the players to roleplay their characters from the first combat till the end of the session and they felt like they had made an impact on the story. This is something I love about society play. This module has so much pull in it that I love it. I think a party that just wants to swing swords and cast spells will miss out the depth this can be, but those that play their characters out will have so much to do in it with real moral choices.


It's a dungeon crawl

3/5

This module is a dungeon crawl. Not much to say really. You go in, fight, fight, fight, and try to survive. The combats are enjoyable with a sprinkling of traps. The right gear choices can really make or break you in this. For players that love combat and traps, this is right up your alley.


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