Karburtin Lightbrand

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RPG Superstar 2014 Top 32. RPG Superstar 7 Season Marathon Voter, 9 Season Star Voter. ****** Venture-Lieutenant, West Virginia—Charleston 2,292 posts (2,384 including aliases). 76 reviews. 3 lists. No wishlists. 27 Organized Play characters. 2 aliases.



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Wooo! Dinner party!

4/5

I just love these dinner party scenarios. You get to run a lot of really interesting NPCs and explore your PCs personalities. The Chelish mission is really wonderful - I recommend having the Paracountess ask the PCs to do it even if you aren't handing out missions. The dungeon at the end is so-so. Most parties I've seen trounce it, but I have ran it once where the party had some trouble with it. The puzzles are disappointing, though, which is the only downside to this adventure.


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More Fun with Fey

4/5

Fey are sadly underused in PFS. This adventure does a great job of bringing them out well, and the scenario has some interesting mechanical bits that will really set the tone for the party. Great adventure on the whole.


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Dissappointing

1/5

I personally really disliked this adventure. Basically, you are given a list of 5 people to beat up. So, you do. Not much roleplay to be had, and the combats are mostly forgettable.


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Dungeon Crawls Done Right

5/5

Great setup for this adventure. The house contains a lot of really interesting traps and tricks, and will definitely keep a party entertained. Roleplay is to be had too, and both NPCs are quite enjoyable to run. Combat is fierce, as is appropriate for a 5-9.


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Great Goblin Gadabouting!

5/5

I really enjoyed this adventure a lot. If you can play the goblins well, it loses the hatred accompanying most escort missions. Most combats turn into three-way battles, with the players not only having to defeat the enemies, but also keep the goblins from accidentally offing themselves. Great roleplay moments, too. Very solid adventure.


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Creative setup with interesting combat

4/5

The scenario sets up a really interesting problem for the party. One wouldn't think that a scenario focused on undead would rely on social skills, but they can be a huge help here. The final boss is extremely memorable and interesting mechanics-wise. Only 4 stars due to the poorly-written haunt that many GMs have mistakenly killed PCs with. To those who are going to run this, read the haunt very closely, especially the spells that it emulates.

The Problem:
The haunt emulates Heal which functions as Harm against undead. Harm cannot reduce somebody below 1 HP. This is, essentially, a resource drain.


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Bland dungeon crawl

2/5

So, a bunch of hobgoblins manage to take over a Pathfinder lodge and overpower a Venture Captain. What do we do? Let's send in these new level 1 recruits!

Saved from the 1 star bin due to the entertaining Chelish mission and a couple of interesting fights. I have a feeling this scenario would work better as a movie than as an RPG.


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The end of a fantastic voyage

5/5

Eyes of the Ten is easily the best series that Paizo has put out for PFS. This is the conclusion of that adventure, and I love how it ties up everything. The combat is well-executed, the plot has a lot of fascinating twists and turns and, most importantly, a lot of the nonsensical elements of the PFS rules get explained.

Examples:
Ever wonder why evil PCs get removed from the campaign? How your faction leaders knew exactly where you were going to be sent and what is there? What exactly it is that Osprey does? All of these and more are answered.

All in all, don't miss it. It's the perfect capstone to a PFS adventuring career.


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Not fantastic

3/5

Personally, I'm not a big fan of this adventure. While there are some great moments, there are also a lot of plot elements that don't make a great deal of sense. By now, sadly, most players have forgotten about good ol' Baron Jacquo, which also limits the plot's impact. Combined with an enemy that can easily kill level 1 PCs with a single hit...Personally I'd skip it until your players are more experienced and more steeped in PFS lore.


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One of the most memorable PFS adventures

5/5

This adventure, if ran by a GM who is willing to prep it well, engage the players in RP and who can think on the fly, is phenomenal. Most veteran PFS players have fantastic stories about this adventure. The only downside is that it is a mystery which solves itself. A good GM should probably add some clues to this adventure to make the storyline make sense because the scenario is a success even if the wrong person is nabbed.


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Boring Blakros Battles

2/5

Yet another trip through the Blakros museum. This time, the fights are rather pathetic. It's got some decently interesting ideas here, but really, the plot simply boils down to a beat-em-up.


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Forgotten gem of PFS

5/5

I really, really love this adventure. The plot is cohesive, the fights are interesting and the feel of the scenario is really powerful. I didn't realize that Pathfinder could do survival horror well.


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PATHFINDERS IN SPAAAACE

4/5

Great little adventure that explores an otherwise unvisited area of the Pathfinder universe. Love the opening scene, and the plot really keeps driving home. Only 4 stars because the adventure is basically a glorified chase interlude, and while there are some good moments with the setting, it could have been expanded upon.


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Interesting combat-heavy adventure

3/5

This scenario lacks in RP, but it does provide a nice introduction to Season 5. The fights are interesting, and it does a great job of laying out the setting of the Worldwound. Only 3 stars due to the lack of a central plot - the titular prophecies are pretty much a mere McGuffin that gets fed to the engine of the railroad.


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Standard dungeon crawl

3/5

Pretty average dungeon crawl. There are some interesting storyline elements which sadly never make it to the players. Pretty good if you're into that sort of thing.


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Fun adventure; not as good as part 1.

4/5

This is an enjoyable adventure, but it doesn't really flow as well as Part 1 did. There is more of a focus on combat here, which is a shame, because that's not really what this adventure does well. If you run it after Part 1 with the same party, you can bring the first part's energy into the second part and have a grand time. The investigative portion, as in Part 1, is excellent...but it needs a bit more massaging this time around.


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Excellent social scenario

5/5

Personally, I am fond of investigative scenarios. This one presents a great number of intriguing NPCs for the party to encounter. Kaer Maga is a fantastic setting, and this adventure and its counterpart showcase it well. If you are considering GMming this, be prepared to think on the fly and really get into the NPCs heads. The difference between a poor running of this and an excellent one is how well those NPCs are played.


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More fun in the retirement arc

4/5

This is easily the weakest of the retirement arc. The first part of the adventure features a great social encounter, although the second half falls a bit flat. Even though it is a bit weaker than the others, it's still an extremely fun adventure with some memorable scenes.


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The most stunning adventure in PFS to date

5/5

Eyes of The Ten, the retirement arc for players in the campaign, kicks off here with a bang. The adventure is superbly written, with a complex plot that raises some important moral and ethical choices. The combat remains challenging for most parties, which is quite a feat given the level of this adventure. Easily, it deserves the five stars.

Note: I would recommend encouraging your players to play Season 0 and Season 1 adventures before running this scenario. Otherwise, a lot of the people mentioned will be entirely new to the party.


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Good scenario, if you're willing to work with darkness rules

4/5

I enjoyed running this one. There's a great social scene at the start. Most of the bad reviews come from the way that the final encounter uses darkness rules. Certainly, it is extremely challenging if that encounter is ran incorrectly or is strictly interpreted against the players. I'd recommend that GMs run the machine the way that it was obviously intended rather than the way that it technically works given the interactions of the spells involved.


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Good dungeon crawl for newer players

3/5

This scenario is an excellent opportunity to run a dungeon crawl for new players without killing them. It is mildly challenging and has some interesting fights that will feel tough, but is unlikely to actually do somebody in permanently. Only 3 stars because the story line is a bit of a wash.


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Large, mostly empty dungeon

2/5

This adventure has its moments, but by and large it is a giant dungeon with almost nothing going on. While the final scene is somewhat unique, I find that most parties don't have any significant issues with it. Watch out for the fact that the monster in the final area is statted out using a template from the Advanced Bestiary, and does not use the similarly-named ability in the Bestiary.


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Brutally difficult

3/5

If you want to really challenge a group of low-level PCs, this is a great way to do it. It's got some nice atmospheric elements, but is largely just a really rough dungeon crawl. The final fight has an interesting mechanic that I have yet to see a group attempt - it really could have been brought up a bit more obviously in the adventure.


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Fun with Fey

4/5

I really enjoyed running this scenario. Unlike a lot of adventures from this era, it takes some finesse to do well. The final fight requires some creativity on the part of the players, and is unlikely to get steamrolled like a lot of the other scenarios from Season 0. Well worth the time.


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Decent pirate adventure

3/5

This is a fun little romp through the River Kingdoms. While the combat hasn't held up well over the years, the plot is somewhat amusing. Expect it to run short, and expect to make your own fun here.


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