Tarrasque

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Goblin Squad Member. Organized Play Member. 34 posts. 24 reviews. No lists. No wishlists. 12 Organized Play characters.



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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.


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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.


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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.


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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.


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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.


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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.


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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.


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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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Lock house and devils but it runs long

4/5

This module kind of made the misstep of trying to put together two different things that can go well together but didn't mesh well here. You have one part that is a mystery and another that is a evil dead situation.

Either of these can do well on their own and sometimes they can mix together well, this time, they didn't mesh as well.

It will run long, even if you are not trying, it will run long cause you will have players split up since the get the sense of a small area being safe. I think this scenario would have been better without the mystery part in it and instead focused on the surviving a locked house situation.

The mystery part is actually interesting and I wish it got the time to get the focus it deserved. I ran this so I got to see all the background story and that in of itself would be a good story to explore more.

Mixing these two elements left a long adventure that is fun, exciting, and intriguing, but it will run over time and makes it difficult for con play. Store or home, it's great.


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Interesting beginning and end but middle kind waivers

4/5

Blooming Catastrophe has a good beginning and end. It is the middle that falters a bit. The new NPC was not one I was expecting and was kind of endiring. I hope to see more of her in stories. The plot was intriguing and made me want to know more.

The ending was nice as it does the one thing I love to see in modules, multiple choices on how you want to resolve it and they are clearly laid out. You can RP, combat, or skill it to resolve it. This is something I hope to see more as this allows the players a sense of choice in their adventures more than just the combat at the end.

The rewards were nice as it gives flavor to Leshys in the future and giving flavor to the players only brings more flavor to the world for me.

The middle was the weakest. The combat seemed more like filler than anything else and it was a bit dialog heavy. Not so much RP dialog just more explaining at times.

Overall, decent module and if you want to play a leshy in the future, give this a play.


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Who done the deed or there's war on the doorstep

4/5

A rather interesting start to this campaign. You start off in a murder mystery that seems to depart what appears to be the theme of the game but it is brought around enjoyably to reconnect with the main theme again.

The mystery is an enjoyable one without too many dead ends and confusing twists. One of the better murder starts I’ve seen them do.

The battle that comes next, while yes does sound odd for a murder to lead into a battle but they do it fairly smoothly, is an enjoyable mix of sandbox and scripted events. They manage to keep the size of the area you are working small but it still feels large and imposing with the battles going on around. It also allows players to charge straight ahead or be methodical in their approach.

The end battle is managed nicely leaving a player feeling they are pushed just to the edge of using all their resources but not in emergency mode.

I rather enjoyed this one.

Written from the POV of a player.


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4/5

Played this as Society at low level.

The challenge was there as we had a tough time with the three enemies towards the end. Gave the option for some RP in it as well. Rather enjoyed it.


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Enjoyable end but nothing has followed up on this

4/5

I enjoyed series overall. The combat was nice and tough in this one. Great trekking through the underground but at the end of it, why has no one written more about what happened with the bell? Seemed like this was going to lead into even more but it just stopped. Disappointed in that fact.


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Enjoyable investigation mod

4/5

This mod was a fun investigation with memorable characters, the crazy painter was fun.

The investigation was good but there was one situation where we came to a stumbling block. While the answer makes sense, it doesn't lead you on enough to know you're on the right path.


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Didn't really stand out

3/5


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Solid start

4/5

Played this adventure and rather enjoyed it. It was simple and straight forward. We played with Hybrid characters and we could see that this module does not age well in the combat section. Rather through it pretty easily. But a good start to a little adventure path.


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Call Forth Darkness or Bogging down the pace.

3/5

The greatest weakness of this module is its pacing. It gets bogged down and gives the players idle hands while their characters do things. This makes it a bit more difficult for the GM as players want to push forward and the GM has to create things to distract them.

Getting the dungeon to build is a wonderful option and players can throw themselves into it. At this level, the access to stone shape is easier and allows the players to alter the dungeon to their desire. But the fact all the heroes know where they are and kind of line up to walk in lowers the difficulty and can make it feel like they are just waiting to be attacked.

The NPC’s varies widely to keep things mixed up and fresh. Combat varies nicely and helps keep it fresh. The pacing becomes bogged down in counting weeks off till the end and it is recommended you alter the adventure to help keep the players motivated. The book gives you options on how to branch out from what writing to what could be and helps save it.

The minion system is very nice to actually give additional value to the Leadership feat and helps players feel like they are evil masters. This is a nice distraction though if no one takes the leadership feat, you can easily figure out alternate methods to distract the players.


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Knot of Thorns or I am the villain!

5/5

This book took me by surprise, not just in the fact you get to play the evil character but more in all the assistance they give new GM’s for running an evil game and run it coherently. The book gives good lore about the world and how to bring it into others.

It does railroad the players a bit at start but does use that railroading to build the seeds nicely instead of only explaining why the players are together. The adventure pushes nicely through its pace and really lets the players tackle a problem as they feel their characters would.

Combat is solid, challenging, but not restricting. Players are offered lots of side missions to help finish the main task and all are enjoyably evil.


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Shadows of Gallowspire or What we were writing about again?

1/5

The module is fairly standard without much that makes it unique. Combat and story are uninspiring and frustrating at times. The cell block with the lady is a wonderful way to kill your party if you dislike your players and show that the writers care little about a good story.

The story and pacing will just make players want to push through it as quickly as possible to get to the end to hope for some big finish but are left dulled and bored.

The entire adventure path suffered heavily from the writers wanting to do a whistle stop tour of Transylvania under a flimsy story pretense. The adventure itself doesn’t really push an inspiration at all and feels like your trudging through mud.


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Ashes at Dawn or We haven’t done vampires yet, right?

1/5

If you are looking at this book expecting it to be a part of the Carrion Crown Adventure Path, it is attempting to reconnect with it. In the same way you attempt to halfheartedly reconnect with relatives you don’t like but try either way cause, “hey they are family….I guess”.

The module is a meh as a vampire story. More could be done with the vampires instead of just making them victims who don’t really care what is happening to them, but dismissingly get the PC to solve their problem be blocking them from proceeding or TPK them.

Overall, the adventure path is just starting to remember about the overall theme of the AP and attempts to wake itself up to that fact. Yet it has left the plot so neglected it has to block the PCs from advancing just to make sure they know what they are supposed to be doing.

Module is meh alone, but when a part of the AP it becomes easily forgotten.


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Wake of the Watcher or Look we can do Lovecraft too!

1/5

By now, it appears the writers have forgotten that they are writing a story about the Whispering Way and just want to toss any old horror setting into a book to just show they can. I’ve seen various groups playing this AP and often they don’t even remember the Whipsering Way any longer and DM’s have to constantly remind them. The Cthulhu aspect is not terribly done and enjoyable if that is the focus of the campaign or one off. But when taken with the return of the theme of the adventure it makes no sense to have it in here other than to just say “We can do Lovecraft in Pathfinder”.

The module is rather enjoyable by itself and does add in a fun creepy factor that people like with the Lovecraft theme but alienates itself completely with the Adventure Path. This departure from over all theme has been reflected in the rating. Take by itself, it’s a five but as a part of the greater whole, it’s a one.


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Broken Moon or Are we still telling a story about the Whispering Way?

3/5

The book is well written and solid in itself but only help to further push away the entire adventure path as is it now Wolfmans turn to check into hotel Transylvania. If taken as a module by itself with no connection to Carrion Crown storyline it is rather enjoyable but in connection to the Carrion Crown the threads that connect it are becoming so thin and frayed that they can barely be seen. It isn’t till the end that the game remembers what it is supposed to be telling and tosses in a random vision from a god that really doesn’t even seem to have much connection to the story at all in the first place.

Good one off module, terrible adventure path module.


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Trial of the Beast or cliché of who the real monster is trial.

1/5

Trial of the Beast is where you start to see Carrion Crown unravel quickly. The adventure really does little help tie into the Whisper Tyrant. The threads connecting it are so small the players have to be reminded often about it or railroaded hard so they don’t forget it. The NPC’s do not get very flushed out and just order the PC’s around to do things. The castle at the end is rather confusing in how it really ties into the Adventure Path but instead becomes apparent that the writers just wanted to do a whistle stop tour of famous horror locations in various mediums and cared little more for anything else.


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Haunting of Harrowstone or good start to a race that goes nowhere.

4/5

Haunting of Harrowstone is a good start to the Carrion Crown adventure path. Unfortunately, it’s only a good start and the rest of the adventure path drops the baton, falls on its face, or wanders off the path so far they end up in a horse pasture trying to figure out how to get back.

Some of the combat at the beginning can be a bit frustrating for players but the hauntings do help bring a creepy element and a very misleading theme that the game forgets.