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**** Pathfinder Society GM. 2 posts. 98 reviews. No lists. No wishlists. 20 Organized Play characters.



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5/5


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Huge work for GM

4/5

Runned, not played yet.

Great setting of Korvosa, even better if played Curse of the Crimson Throne AP and season 4 scenarios.

However the guide of Harrow is hard to display, PCs might fall into confusion, don't know what to do. And the final fight is difficult for low level groups, with too complex tactics.

Not recommended for new GMs, I wish I could run better the next time...


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Great Gothic Horror

5/5

One of the very few modules of Nidle, really love the great setting of an isolated town and people.

The first part is full of investigation and roleplaying, followed by a planar trip (also with much diplomacy).

However, there are two very difficult encounters, a well-balanced party is needed (especially a divine caster). And beware of getting a bad end :) (although no real influence with PFS play)


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Epic, but not well-balanced

3/5

Played in high tier.
I can't say the enemies are weak, but with mystic abilities, my hunter just smash every combat except the final one (cause hard to break thier DR). And I've heard the other two teams go through all encounters as well (my teammates are underpowerd paladin, witch, and pregen cleric).

I love the final social plot between the two sages, but it just drag too long in the chasing part... I don't think it can be fit in 6 hours... most encounters are too weak, and the puzzle in chamber, well I don't know how to make comments... who can think out without GM's hint? (need high knowlege:history as well)

I have to say mythics are not necessary...


Good for earning XP and GP for PFS

3/5

A huge dungeon crawl with minimum roleplay. I can't say the fights are easy... however most PFS gruops of The Emerald Spire are power gamers that put all source on combat. Just not challenging enough.

If you prefer roleplay or investigaion, skip this. It's made for buttkickers that want to build high-level PFS characters(with more gear than average).

I would not recommend this, but for who enjoy "draw a dungeon, than kill them all, get the treasure", that's what you're looking for.


Good roleplays with hard combat, but depends on GM

3/5

The strong point of the scenario may be two of the NPCs, they both have strong peraonalities and actings. And the finally fight can be deadly for not-well-prepared party of tier 3-4, but the difficuty decreases in right process, that's what I like.

Pale story, but with role play potential, need a good GM who can switch among NPCs.


Good investigation, bad ending

4/5

I enjoy the first half of investigation part, although I played a barbarian that can't really make impacts :)

There are three great and challenging combats which shows some ACG classes foes, but I would suggest tier 4-5, the low tier can be too easy.

The downside is the sniper ending. When finishing the investigation, we just don't know much to do... then delve into a dungeon, kill everything. I don't like the dungeon setting either, not as good as the first half.


Forgettable storyline, fine combats

3/5

I wonder why this kind of scenario exist?

All dungeon crawl with no roleplay (altough my GM put some and we had a good time... make my mind not giving 2 star).

The main factor is the fight, both tiers are well-balaced and deal with enemies you don't meet often. But far too weak stroryline... I don't like this kind of dungeon crawl at all. Pretty weak compare to the "save Paracountess" plot.


Good roleplay potential, nonsense mechanics

2/5

Runned once, not played yet.

I really enjoy the roleplays, but ruined by horrible mechanics:

1.Railroad diplomacy. You get into a town, meet A,B,C,D,E, get some useless clues, then keep going. I put much time into roleplaying, and my players enjoyed, but the writing itself just too repetitive and don't make sense.

2.The bar fight, I appreciate the setting as well the fight. But a idiot storyline ruined this, the barbarian put a mob to tell PC where he is, and to stop them? What a hell.

3.How the guard let the goblin get in and with no cautions? Too weird... I just let the guards knocked off and skip the boring social encounter.

4.There's no room to do the last two fights, terrible maps make me confused... I just skip the second floor then put into a back-to-back (goblins are fairly weak)


Pirate flavor, fast pace combats

3/5

Runned once, not played yet.

Very combat central, with little roleplay opportunities.

There's some cultural image of Diobel and pirate life, but need imagination to get involved in. There's one deadly combat due to underwater fight of Tier 1-2, don't mean not to wipe out the party.

Some pirate flavor, but a bit of bland compares to later scenarios.


Wonderful roleplays in court

5/5

Runned once, not played yet.

Pretty similar to Silverhex, conbined with 6 quests.
My favorite part is the Blade, you'll know why... must be prepared of roleplaying a sword!

And I love the last part however. Let me remind of Hellknight's Feast and Merchant, although simple. You must persuade with variant NPCs, both roleplay and rollplay are needed, that's what I like.

The reason of not giving a five star is not-scaled-well encounters. One of which is easy(Homestead), but some are too deadly for underpower pregens. I wish it should be not limited to pregen.

Rise to 5 stars, after running this twice(and played once), if your GM is kindly and creative in "Groves" and the "court", shall make a great and memorable experience. Don't be too brutal to annoy your players!


Torch again!

4/5

The beginning of a three-plot-scenarios, hard to rate.

Like most missions of Torch, you go A,B,C,D, arrange in any order, then comes to the end. I love the settlement of Eto, a very few experience of Osiriani city, and all missions rely on skills and creativity, that's what I like.

The only downside is the sudden end, bit of disappointed, compare to First Steps, and Wounded Wisp, you know what I'm talking.

Finally, LOVE you Torch!!! And beware of 0 pp!!!


Potential bloodbath

3/5

I love the start scene, cause I've played Silvermount and become a member of Blakros Family!

Although there's one memorable NPC, and connect with many scenarios, it's mostly combat-central.

I really dislike the setting of manor, 90% of rooms are totally useless, I would better like more interaction with environment. And the BBEG fight can be deadly depends on GM's tactics and PC's action, too SCARY, both the BBEG and story plot.


Political roleplays

4/5

A very different PFS module overall.
All roleplays with easy combats, more rely on political argument than skills, that's a great job.

As many social scenarios, not enough guideline for GM, need to be creative and eloquent. And better for a 4-man-team. If you prefer combat, skip this, you don't get too much to fight.


Great social, with a deadly fight

5/5

Split into two parts, the social-central first half, and the combat-central second half.

We have just dealing with hellknights so many times, such as "Fury of the Fiend". Not too special itself, however I love the centaur~ Need talktive GM and PCs, don't run it pale.

There's one combat can be deadly, not only the opponent but the environment. Be awared.


Great introduction to PFS

4/5

Although it has been released for 8 years(maybe), still a WOW factor.

Combines well with story, roleplays, and skills, and an interesting meeting with Grandmaster Torch. You won't get bored at any time.

As many season 0 modules, combat is the downside, fine in tier 1-2(but too many weak mobs), doesn't scale well with high tier.


Entertaining story, fun puzzles

5/5

I REALLY love the story of Merchant Prince :)
Less combats than most scenarios, but most of them can be deadly(except the first one), really a great job of my Varasian Cleric, few PFS scenarios shows the importance of condition removal.

I wish the foes can be more versatile, not just mummies, maybe tranform himself into a lich? The BBEG fight just weird... come back to die lol :)

The strong plot is about puzzles, really love two of which to arrang the rods or trigger the traps.


Tough combats, loose pace

4/5

Tradiction dungeon crawl, all fights with little roleplay. Many of them are challenging,swarms,incoporeals,constructs,poisons,and the BBEG, all of which can kill low level PCs.

However I wish for more roleplays... perhaps with time limit, we just keep taking long rest. I don't think that makes much sense.


Fantasic! Lovely kobolds!

5/5

One of the best ever!

Mostly roleplays, you talk with some lovely kobolds, and watch an opera to see the casual life of Absalom citizens.

Well-paced combats and lots of roleplays throughout scenario, play it that you will have a different aspect against the little reptiles and Absalom.


Good exploration

4/5

Play through all three parts. Not bad, love the baslisk:), and the final fight.

However the gold en guardian and kobolds are not connected well with the scenario, too many knowledge checks really annoying, and gain nothing but some little story? (not impressive either)


Fast pace

5/5

Played all three parts, much better than the first one.

Mostly jungle adventure, the highlight is dealing with a dinosaur, I'm not fan of chasing mechanic, but it really makes a cinemic scene, great job.

The story and combats are not as entertaining, but cool enough.

Short length as well, can be fit in 3 hours.


Lackluster

2/5

Okey for killing time, but not a good adventure.

You go into an Aspis base then beat them all, none of roleplay and the combats are weak due to tactic restriction. I have played some dungeon delves, it's just too small to have a great door-kicking.

Related to Roundmountain sequences, but I don't think there's too much different without this.


Railroady investigation is Magnimar

3/5

An investigation module, but also a A-->B-->C plot. Whatever you do, find the clues, go to the dungeon, then kill bad guys. PCs can't influence the storyline.

Most combats are cakewalk, but the BBEG is deadly for low tier... be cautious. Good investigation and combats overall.


I expect more depth

3/5

Mix with investigation and combats. However, the first half can be confusing without GM's guidance, my PCs just don't know where to go at first. Some roleplays but useless... get all the same plots everywhere. I'd like Godmarket or Third Crusade much better.

The combats can be tough, and the statue is quite deadly. But I'd prefer more investigations, not just kill monsters like the Fallen Fortress.

Not bad at all, but not as good as expected. Lack a real storyline.


Epic scenario

5/5

Had a great time. Social-central, with some good combats.

However skill-required, we lose 1 pp even with a veteran wizard. Parties lack of knowledge or diplomacy may not like this.

And the final scene can be complicated, an experienced GM is needed.


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