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



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Cute little guys, good intro

****( )

Basically for new players, just as the Fallen Fortress.

Fit in 1 hour, two combats with some cute little stuff. I suggest GM to do more role play about the kobolds.

Another scenario full of fun!


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Interesting little story

****( )

It's an 1-hour-long story, but we'll written. I love the clumsy disguised-priests, the skill DC is a little high in fact, a good decision for GM to do some roleplays to make them weird and stupid...maybe clever?

Only two combats with average difficulty, and the BBEG fight is in a really daemonic atmosphere.

The only downside is the minions in last fight are too weak, and the tactic can't make really threats at all...

Full of fun at table:)


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Good interaction with an NPC, but combats not scale well

****( )

The main plot is about an old warrior's mental thought, not too unique but love it. Many roleplay plots, if you play a character with social skills and enjoy perauading, you should try this.

However the downside is combat. We played high tier with the BBEG too weak, disappointed. The first one is okay of difficulty, but too many fogs and tokens to do, drag the fight long without dealing much real threat. Didn't play the optional.

Maybe the low tier scales better.


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Not as charm as it should be

***( )( )

Green Market should have many role play opportunities but it doesn't. We get into trouble between the hostess and Aspis, but after the first fight then get into door-kicking phrase.

There are four combats, all of them are fine, and the BBEG is pretty tough. But I wish to have more beside combats... not well-paced.

By the way, a good boon! Cheers :)


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A very different story

*****

One of my favorite.

The first part is to babysit an ex-pathfinder. Lots of environment dangers such as drown or fall off from cliff.

The second part is mainly based on two NPCs, RAW the skill DC is tough for level 1-2, it relies on PC's wisdom more. If you do things wrong, may fall into very scary situation, not TPK but fail the mission.

Not combat-heavy, most roleplays. Love my lovely GM's acting and the setting.


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Lovely goblins too

*****

Pretty similar to We be Goblins, but even better than the part 1.

The first part is goblins' tasks, the four cute little fluffy again :)

The second part is fighting against an ogre druid and his animals, not simply combats but also many ways to use the map, hit and run again! And I think the TPK potential is lesser than part 1, the BBEG has some annoying abilities but not killing little guys such easily.

Altough it's part 2 of the goblin line, but play them seperately, or you would think them too similar and lose some charm.


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Lovely goblins

*****

I love the first part of task, full of laughing, a must try for everyone :)

The second part is combat-oriented, the goblins have weaker abilities than usual characters, so the BBEG fight might be a little difficult, have to use some tactics, we just play hide and seek, even got TPK finally, we had a memorable night.

Strongly recommeded for new or veteran players, incredible scenarios.


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Exllent matrimony but depends on GM

*****

I enjoy Matrimony a lot, but not giving a 5 star.

Social oriented, good roleplays, but the module doesn't give enough instructions, need GM to do lots of work, with roleplay it takes more than 7 hours(too many influence checks I think), without roleplay can finish within 4 hours but nothing charming. Overall, the most rely-on-GM module I've played.

You don't get into combat within 2/3 period. Only two combats, and the BBEG can vary from average to monsterous depends on team makeup, much more deadly in 4-man party than 6 players. (Our team made of Bloodrager7(natural weapon)/Bloodrager7(two-handed)/Wizard7(with dazing spell)/Sorcerer6/Bard6/Cleric5(my Varasian, counters the BBEG a lot), just smash them off, but doesn't mean it's easy, I've heard (nearly) TPKs.

Good roleplays with one big combat, love it, but too rely on GM whose good at acting and knowledge about Innersea. 5 stars with well-prepared GM, 3 stars without.

Suggest in 4-man-team, or it may take too much time talking. Both tiers are okay, but beware that 10d6 aoe damage is too deadly for low tier PCs.

Rise to 5 stars if involve in faction missions.


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Great Absalom CSI

*****

MY FAVORITE INVESTIGATION!! not even one of them. Played and runned in tier 4-5, both and enjoyable time as player and GM.

Pathfinders have to follow up clues to find out the criminal who commits relic robberies. Mix with roleplay(I love the halfing girl) and combats, every characters can find their role, not really skill-dependant and relies on roleplays. Take long time period, I both played and runned aroung 6 hours, but you would feel time go fast cause the well-paced acts, not even one useless part.

I suggest run in high tier, not only the BBEG has some deadly abilities, but also possible to do creative works with spells to drive your GM crazy :). As an arcane character, you may always have something to do to make the scenario even more fun, without the risk to break it.

5 star module without dealt.


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Must play for Liberty's Edge

*****

Overall a sandbox module, you disguise to be slaves and slave masters to sneak in bad guys lair. Lots of roleplays, lots of combats, and depends on your decision may act differently. Also some interesing NPCs, range from slaves, gnolls, a genie, and Lady Darchana perhaps.

The combats are mostly gnolls and their friends, not deadly but not loose of challenge either. Beware the scenario is easily overtime, we just played more than 7 hours, lots to do with GM.

Strongly recommeded, especially for Liberty's Edge to do some dramatic tasks.


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Nothing impressive (compare to other tech-adventures)

***( )( )

Compare to Fire of Karamoss and Return to Sky, just a bit of pale and boring. As a non-tech-fan, the setting and mechanics are okay, but the social and investigation parts can't catch my eye, the only intersting point may be some tech-items that you can't buy in average PFS games.

The BBEG is deadly for tier 1-2 characters, but if the whole team can handel with the "gaze" attack, would be a little easy though.

Entertaining, but not highly recommeded except you really prefer tech-adventures.


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My favorite sci-fi scenario

****( )

I am not a tech-fan, but suprised in the settlement, as well as one NPC that you wouldn't deal normally(a robot made by Karamoss!), the author just do anything right.

Although the combats are a bit of easy, but full of roleplays and skill challenges would not make you bored.

One of the two downsides is that you need some skill-focus characters, or may not complete mission perfectly, and no-skill characters might not have too much things to do. The other is "cakewalk combats", especially the fire elements just too weak, significantly reduce the epic feeling of the last scene.


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Classic investigaion, high potential of losing PP

***( )( )

Nice investigations, many roleplay opportunities(love the two merchants), and fabulous settings of Razmir.

However, creative players can easily break the storyline, need a very experienced GM to keep pace from out of order. That's one of the main weakness of PFS-- GM can't switch the plots even in sandboxish module.

Combats are average, nothing impressive. I suggest run high tier, the low tier combats would end quickly with above-average players.

A good one to play overall.

Note: High potential of losing 1 pp, the lack of hint makes it from 4 stars to 3.


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Lots of fun, but weak storylink

****( )

I enjoy the first half, full of roleplaying(dwarf monks!) and intersting tasks, we had a happy time, big reward for skill characters as well.

The combats are good, with moderate difficulty. But as many modules, the main problem is that the two parts don't connect to each other, just too easy to think of the final test is to rob someone and capture/kill them all... the storyline is a little thin, and lack of purpose of the evil cult other than they are BAD GUYS!


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Good roleplays, but not well-balanced combats

****( )

Roleplaying is the strong point, I love Calistria and Cayden so much. GMs would like to add more flavors in it, also highly recommeded for home games.

However, the combats are too deadly for low level players, you fail the save, get petrified then do nothing further, just run high tier except you really hate your players :(

The story and map are fine, but need a lot of guideline or players wouldn't know what to do to get pps.


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High-stressed investigation

****( )

One of my favorite investigation module, almost no combat, and the only ones are not difficult.

The strong point is definately the investigation and hostile atmosphere of Mendev. The crusaders always play as "becon of light" roles, this module can break your imagination.

The main problem is "roll play" in the last judge. RAW, if you fail your roll (our bard roll 3 dices all below 5), then you can't get 2pps or even 1. Punish a role-playing/detective player may be too desperating.

Finally, if you prefer combats, don't play it or may want to leave the table. Need a well-prepared and experienced GM as well, too many works to do.


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City of Stranger Part III

*****

Kaer Maga is one of my favorite among the Innersea, wonderful investigation and talk with memorable NPCs. You must definately love it, especially for Liberty's Edge players.

Not many combats but the final one is challenging too. The only drawback may be the setting of Freeman, a little weird.


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Entertaining, but not good for instruction

***( )( )

Perhaps the only all-combat-no-roleplay module. You guys go into a dungeon and kill all bad guys then get the treasure.

Good for playing with your little kids, but as an instruction, it lacks of "RP" elements, unlike Confirmation or Wisp. For veteran players just too simple and cakewalk.


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Good combats, good roleplay, with stressful pace

*****

Mix with combats and roleplay, a good module overall. I love the first and last battle, can be challenging with experienced GM, and have many roleplay oppurtunities in first part as well.

However, I think the storyline of Techic League and Crusaders have too litlle connection with the second part, makes the story not attractive enough.

Overall an entertaning scenario, best for tech-fans.

By the way, nice boons especially for Qadira faction.

note:rise to 5 stars! I think the faction mission can do some good roleplay, GM should try to make the BBEG cooler as well, the classical skin sucks.


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Another nice jungle adventure

****( )

A short scenario easily fit into 3 hours. All combats with one roleplay opportunity.

Running after a burgler that you wouldn't see in normal adventures, well-paced actings, challenging but not deadly combats, highly recommended for casual players who enjoy jungle journies.

Followed with Tide of Twilight, but I think you'll be a little disappointed after playing Morning.


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Hope the next parts can be better

**( )( )( )

One of the worst I ever played.

Combats 1/10, all fullish monsters that can't survive more than one turn... the BBEG have its strengh, but a grapple even for whom doesn't focus on grapple can end it quickly, meh.

Story 1/10, delve into a jungle to find a venture captian, go on trip then kill all guys, finding nothing, and don't know what we have done, none of story at all.

Why I don't give 1 star is that I haven't played part 2 and 3, maybe I would raise the rating later.


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I love the intro module

****( )

Seperated into many quests that don't relate much with each other.

I love Mausoleum and Colony, but the others just not impressive.

In general, I can't give a high rate no matter consider of story or combats. But, a good demo for new players into PF, or PF players into PFS, not very PFS-like(agents go on missions), enjoyable for casual players.


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Make you ape!!!!!!

****( )

Runned once in low tier, fast and enjoyable module.

Also a combat-central one, but with horrfied air all around, wouldn't think of doing boring combats(in fact, there are not much tactics, just kicking door but lots of fun). Some of which are not only challenging but make your PCs scared.

Recommend for tier 1-2, the high tier doesn't scale well. Need GMs to do strong emphasizes on the atmosphere of the horrified museum.


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Not interesting for new players

***( )( )

Combines with social, investigation, and combats(the final fight is challenging), why only 3 stars?

I think First Steps is written for new players, but easily make them confused of what they are doing even with expierenced GM, "what I've done in the smash?"

Face for fan players, it does have strong points, but not for new players.


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Cute little guys

*****

What I love the module is basically one memorable goblin girl! One of my favorite NPCs ever.

The second part is a fast-pace dungeon crawl, great combats also, GMs should do some acting with the goblins too.

One of my favorite, a must play for PFS.


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