Conchobhar Shortstone

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RPG Superstar 2014 Top 32. RPG Superstar 7 Season Marathon Voter, 9 Season Star Voter. FullStarFullStarFullStarFullStarFullStar Venture-Captain, West Virginia—Charleston 2,285 posts (2,377 including aliases). 76 reviews. 3 lists. No wishlists. 25 Organized Play characters. 2 aliases.



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Awful.

*( )( )( )( )

This is just not good. I defy anybody to explain to me how the map is supposed to work. There are a couple of decent combats towards the end, but the plot makes absolutely no sense. The author, unfortunately, somehow believed that this scenario was going to be the launching point for a huge number of scenarios and left in all sorts of little passages that go nowhere. There is so much "beyond the scope of this adventure" that one wonders what exactly the scope of the adventure covers. Apparently, all it covers is a dull, boring dungeon crawl.


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Fantastic.

*****

This scenario is pretty great. It really evokes the Qadiran theme and features some wonderful scenes for GMs willing to put a bit of effort into embellishing on them. This is one of those scenarios that really shows the Society off as an organization and a plot hook, and even the combat holds up surprisingly well 6 years later.


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Not bad; a bit dated

***( )( )

So, I rather enjoy the setup for this adventure. The idea of a race against the Aspis is a lot of fun. Unfortunately, it completely glosses over Galt, one of the coolest locations in the campaign. The combat also doesn't hold up as well these days. Not bad, but nothing to write home about.


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Unfairly brutal to new players

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This is a scenario with some potential, but it is marred by the unfun introduction of hardness. Hardness against a level 1-5 party is just not that fun. I've seen more TPKs with this scenario than just about anything else. Good ideas, but it's just hard to get over the issues with the combats.


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So good, yet so mechanically flawed

****( )

I really want to give this a 5. I've played and ran it, and both times have been a blast. Unfortunately, the investigative mechanic is really flawed. If you are willing to massage the tracks a bit to make the storyline make sense, then it can be a lot of fun.

Unfortunately, it also has some problems with writing. There's no mention of who was murdered, which is sort of central to a murder mystery. I'd recommend that GMs read through it and try to plug as many plot holes as possible before getting to the table.


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STAND BACK! I'LL SLAY THIS FOUL BEAST!

****( )

This is another scenario that is entirely dependent upon how you feel about a particular NPC. If you like the central NPC, you will love this adventure. If you can't stand him, you'll hate it. There are some challenging combats and some good opportunities for humor here.


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Not as good as City of Strangers

****( )

I always enjoy a trip to Kaer Maga, but sadly, this is not the adventure that City of Strangers was. Some of the NPCs make little sense, and the plot can be a bit difficult to follow. Still, there's a lot of fun to be had here if your players are willing to engage with the city.


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Hard mode is hard

****( )

Think PFS is too easy? This will divest you of that belief. Even without hard mode, some of these encounters can be absolutely brutal. Good plot, very cinematic and an interesting final fight. Only 4 stars due to a few missed opportunities for RP.


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Enjoyable once you figure it out

***( )( )

This is an extremely challenging scenario for parties without knowledge skills, and it showcases some PCs who are often forgotten in the more combat-heavy adventures. There's some good roleplaying opportunity as well. Unfortunately, the scenario's mechanic is rather poorly written and takes a good bit of effort to understand. If you have a good GM, I'd rate it a 4-star player experience, but only 3 stars as a GM due to the difficulty in prepping it.


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Good starting adventure

****( )

I like The Confirmation a lot. It is a great introduction to PFS and reminds players to equip themselves before heading out. Only 4 stars because the Aroden puzzle has been lost on a lot of my players, and I feel that a few of the challenges there could have been done a bit better.


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Challenging to both player and GM

****( )

As a sucker for a good investigative scenario, I was all over this one. It presents unique challenges to both PC and GM, and is extremely sandboxy. Only 4 stars, though, because some players are going to find themselves entirely useless during the adventure.


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PFS' most challenging adventure

****( )

This adventure is easily the most challenging non-Bonekeep adventure that I am aware of. Even well-optimized parties are going to have trouble with it. It has some good RP moments too, although the final boss is a bit of a disappointment. Overall, one of my favorites.


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Bit railroady

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I love a good social scenario, as my reviews indicate. Why did this one get a low rating, then? Sadly, it's because the railroad is so obvious in this one. You go to A, then go to B, then go to C, then go to D. You can't mix it up. The party really doesn't have many choices at all. The combat is fairly weak too, despite the use of some overpowered classes. If your GM is really good, this can stand out, but I personally prefer Scars of the Third Crusade.


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Good psychological adventure with a few problems

****( )

This adventure is very party-dependent. If your party is wholly unwilling to work with the key NPC in this adventure, it's going to be awful. If they are willing to get to know him, however, it can be really interesting. Unfortunately, there are a few plot holes that open up with some of the endings, but I really liked this one overall.


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I wouldn't change a thing

*****

Personally, I really enjoy adventures involving the Paracountess. This one is great if you have dealt with her before, and especially if you have done The Disappeared. The adventure plays out in a series of courtrooms, each of which require the party to prove to a Hellknight that the Paracountess should be let free. Even if you do manage to convince them of that, though...well, let's just say that getting her out requires a bit more than just their permission. Combat is extremely well done, and will definitely cause some sweaty brows.


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Good investigative scenario kicking off a great series

****( )

I really enjoyed this adventure. It follows in the grand tradition of investigative scenarios in PFS. Unfortunately, it's not quite as well done as, say, City of Strangers - the writers tried to cram in far too many NPCs. Still, with a bit of creativity, it can be a great adventure. The cult scenes are phenomenal, and it starts the amazing Lissalan Arc.


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Mommy, May I?

*****

Wow. Can the boss of this thing get any creepier? This is a psychological horror adventure that requires some work on the GM's part, but is excellent when done right. This scenario is richly detailed with lots of plot twists. Watch the horror creep across your players' face as they realize exactly what happened.


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Inexperienced Adventurers Need Not Apply

***( )( )

Brutal. This is easily one of the toughest dungeons in PFS history. The story is good, though, and each of the fights are interesting and well-placed. If you want to challenge a party, definitely consider this one. No real RP, though.


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Dripping with flavor

*****

The first scene of this adventure is one of the most memorable of any PFS scenario. It leads into an excellent dungeon crawl that is challenging and creative. Good RP, plenty of combat; everybody leaves the table happy.


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Why did we want this tapestry again?

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Boring dungeon crawl. Yet another scenario in which your goal is to rout out Aspis agents in the Hao Jin Tapestry. If it was so easy to get into, why did we even need the tapestry? No RP. Combat is ridiculously easy. There's no really good reason for enemies to stand in their assigned area rather than swarming the party the minute combat breaks out. Expect it to run about 2 hours.


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Wonderful RP opportunity

*****

Which faction will you choose? There's no wrong answer. This adventure puts players in between two warring tribes, and neither is clearly in the right. Still, they need somebody's help in order to solve the adventure. Great moral dilemma and some fascinating roleplay. Don't miss it.


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Good mystery

****( )

I love a good investigation, and this one has it in spades. You actually feel like you are getting somewhere with it, and the final fight has some excellent moral questions. The roleplay is rich, with some very interesting NPCs. Ustalav makes for great adventuring.


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Haunts Done Right

*****

Jim Groves has written some of my favorite PFS adventures, and this one is no exception. The house is delightfully written, and the haunts actually have a reason to be there and serve the correct purpose of advancing the storyline. Combat is brutal - this is the only scenario that I have actually died in. Well done.


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Not Great

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This is supposed to be the follow-up to the previous adventure, but the connection is tenuous at best. The RP is a missed opportunity - you have no reason to not help these NPCs out. After clearing out the Aspis, you come across a disco floor for some unfathomable reason, then fight a creature with no apparent reason to be there. Ugh.


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Meh

***( )( )

Fairly boring dungeon crawl. Nothing to really write home about, in my opinion. You're on the railroad for the whole time. The combats aren't really that challenging, and there's not much of a reason for this to be in the Hao Jin Tapestry as opposed to Osirion.


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