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



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All sands

****( )

Combat-central, but enjoyable, digging into a pyramid, fight with guardians and get the treasure!

Have some decent fight, but I think the first fight is a little too deadly for new players, I have heard many TPKs within 1 hour. And the BBEG fight is a little bit save or suck, my heart bumped so fast.

Strongly suggest play with four level 4 characters, except powergamers. If you prefer social or investigation, avoid this.


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Incredible!

*****

I can't explain how I love this!

Fantastic combats, high-pressure atmosphere, flavorable NPCs, COC style investigation, everything just perfect even one character died.

Require experienced GMs to make up the setting, not an easy module to run, but fantastic, also good for non-PFS games.


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Not impressive undersea dungeon

**( )( )( )

Played in high tier.
battle oracle 8
gunslinger 8
wizard 7
grappling monk 5
paladin 8 (GM said it can be too deadly, just put in his character only channel and lay on hands)

Another all-combat module, one of which is very challenging, be with GMs strickly follow the tactics, it's not overwhelming.

Just a kick-butt game, nothing too memorable escept the one combat many commends have mentioned.


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Incredibly decent journey

*****

Maybe a social-central module? If have played We be Goblin or Goblinhood series, you would definately love the 4 cute and fluffy little guys.

Played and runned the low tier, combats are average, the strong point should be social and the Irrisen flavor, I would also recommend this for non-PFS games, can do lots of works make everyone an enjoyable time.


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Good intro, but a little pale

****( )

Mixed with combats and investigation, as well as lovely Janira. Easy to play and run, that's why I recommended.

But the lack of storyline drops it out of 5 stars. An Aroden ruin should be much cooler but it doesn't show in the module. For veteran players, it's not as interesting as the Wounded Wisp.


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Good Tian Xia flavor, memorable combats

*****

Kirin is one of the better Tian Xia flavor module, even after the Lantern Lodge is retired.

The story starts of going to meet an old samuri, the tea party is flexable and in good atmosphere thanks to our lovely GM. I would suggest to do the faction missions, can make up a brillant meeting.

Then, the good air suddenly change into a DOTA game! Nervous, heroic, and well-paced. Also with some well-designed fights, for not prepared team can be a little difficult but full of zeal. Both tiers are recommended.


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Good for both new and veteran players

*****

Introduce the settings of Society and the Innersea, no matter you are new for PF, veteran player just into PFS, or experienced PFS player, are all strongly suggested playing Wisp.

Combine with combats, investigations, diplomats, and excellent NPCs, can make a enjoyable time. The BBEG combat is not as violent as First Step I, but still not too easy. And the investigation is actually a little mess for GMs, have to do hard work or your PCs may not know what to do.


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Disappointed

**( )( )( )

As the second part of the Quest for Perfection, it's really a disappointment.

Too railroady, each combat does not combine with another, easily fall into a hiking campus, especially when you have a strong wizard :)

The storyline doesn't make sense either, I really hate the druid clan... ridiculously stupid.

What makes it out of 1 star, may be one of few better Tian Xia flavor decription, and the final boss fight has its challenge but just fine.

Wouldn't sugguest this, just play part1 and 3.


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Good combats, not enough settings

***( )( )

An all-combat scenario, almost no roleplay or investigation.

However, the author cleverly conbines monsters with environments, makes good challenges, especially the BBEG can be a killing mechine for low level characters.

Many season 3 adventurers in Tian Xia are just lack of cultural topic, sadly this is one of them. RAW, it shall be a door-kicking game without doors, GMs have to do more discribe and interact to add some flavors.


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Okay but with many problems

***( )( )

Have played and runned for all three tiers.

It's a combat-central module, simple and recommeded for new players.

However, as a season 1 scenario, there are so many problems. First, some monster's stats are incorrect, especially the two clerics. Then, the combats don't scale well, the BBEG is much less poweful than the girl cleric in tier 1-2... Tier 3-4 is too underpowered like a cakewalk. Some enemies are too easy for tier 6-7, for instance the guy on the coverpage...

The story background is facinating, but hard to involed for most GMs, very easy to run just keep fighting, and the cooperation with Aspis disappears so quickly, nothing connected with this module.

In conclusion, enjoyable and okay to play, but too many problems of combats and storytelling mechnics, just give an average rate. If want to play or run this, highly suggest tier 1-2, and avoid tier 3-4.


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Recommend for those enjoy roleplaying

*****

Most of the scenario is roleplay, you have to chat with varient NPCs. It means that Merchant is hevily depands on how GM and players act, also have to do much work about the Innersea world. What I like the best is the two familiar friends come out again! You'll know them if played The Glass River Rescue.

There are also two challenging and well-scaled combats, but the BBEG fight is dissapointing...too weak and not shocking at all, but still a good one to play.


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Defense of the Ancients!

****( )

Seperated into two parts, the skill-focused first part, and the combat-focused second part.

Has some great opportunities and rewards for skill monkeys. And the last part of defense the village is such a heroic and epic time.

Why makes it out of 5 stars? I think in RAW, the combats can be too easy, villagers just shoot off most mobs, PCs won't engage many enemies. I would stronly suggest play the optional encourter, can be challenging but not deadly.


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Good demo module for new players

***( )( )

Played and runned with low tier.

Not impressed, too rail-road. You just rob the BBEG, kill them, retrive the stone, with no roleplay or storyline.

It's a dungeon crawl without a dungeon, the only hightlight is the BBEG fight, make new players a shock, welcome to PFS!

GM must do more flavor with this, or may be too pale.


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Creepy atmosphere, brutal fights

****( )

Played in tier 4-5, and runned in tier 1-2.

It's a combat-central module with little roleplay. Too easy for tier 1-2, but the high tier combats are extremely challenging and easily got TPK if not prepared. I would only suggest this for veterans.

However there is one roleplay opportunity with someone you don't normally deal with, but most players or characters won't do that, just simpliy draw their weapons and fight!

GMs have to do well with the dark and horror atmosphere, don't run this a roll playing game. By the way, don't run tier 1-2, too easy, cannot make the COC like scene.


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Good boon, bad module

**( )( )( )

Played in low tier.

Lack of story/roleplay, all combats. The second combat has a high potential of TPK for not-well-prepared team, but a cakework for whom has been well-prepared.

I don't think Siglls is a good scenario to play, what makes it out of 1 star is the incrediblly overpowered boon...


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One of my favorite, combines well with roleplay and combat

*****

Played once(low tier), runned once(high tier).

Both subtiers are fun to play, well-scaled, chanllenging but not overwhelming.

Slaveship is also shine with RP, each of the four main NPCs are so memorable, and the storyline connects with many former of later scenarios as well.

The only drawback is Slavship heavily relys on GM, either in playing so many strongly themed NPCs, and complicated relationships of the Innersea.


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Warm little story!

*****

It seems like an investigation scenario, but acutually a roleplay-central one.

Combats are soso, but the storyline is one of my favorite in PFS!! Don't run this cold, a dramatic GM is needed. Also with good local flavor of Ustalav, if your GM has done enouth work with it.


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Standard dungeon crawl

***( )( )

Just as comments above, a standard dungeon crawl.

Played once in Tier 6-7, the only shinging point is the BBEG fight, she is well built conbines with the terrain, but with weakness, PCs have to do some tactics.

What is not good, no roleplay, and the map is bad designed like many old scenarios... all three tiers are okay, but I think tier 3-4 scales best, althouh the tier 6-7 boss fight can be brutal for some groups.

By the way, no boons but a reward of 3862gp in tier 6-7!


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Far too easy sewer-kicking

**( )( )( )

Run once with tier 6-7.

For average GMs, easily make this a piece of cake(all subtiers, especially tier 3-4).

The storyline is lackluster, but if GM guides well with the background of Teppish and Cassomir sewer, might be not so lame.


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Doesn't make sense

**( )( )( )

Played in tier 6-7, runned in tier 3-4.

It's basically a combat-central railroad module, just avoid tier 3-4, too easy with stupid monsters and the boss' tactic. For tier 6-7, the first and final fight scales much better.

Sadly, with so much backgrounds, almosts useless. The mission is to kill everyone and rob the book! The atmosphere and topic are too vague.


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Brutal fights

***( )( )

Almost no roleplay, just kick the door!

Played once in Tier 7-8 by a paladin, and four pregens(wizard, cleric, hunter, bloodrager)

Maybe too difficult for pregens, especially the third battle with a high potential of TPK, strongly recommended for level 8 only...

Combine with the BBEG, terrain, and story, makes good epic atmosphere too.

note: After reading the module, downgrade to 3 stars, because the harpies are too overwhelming... TPK killer if GM hits hard.


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Great combats, silly NPCs

***( )( )

For good, there are some chanllenging combats, and the atmosphere of the ancient Runelord ruin is just okay.

What is not, the final boss may be too deadly for non-combat-focused players, we have 4 vertean players of Battle Oracle 7, Wizard 6, Archery Paladin 7, and pregen Bloodrager 7. Then our wizard cought blind and almost useless, the boss' attack bonus too high and kill our bloodrager, if there's not two melees take so many attack for our ranged paladin, we can finally got TPK.

For story, it lacks roleplay, and what's worst is the NPCs keeping telling us not to break the ruin, but by doing so, PCs can't complete their mission and loss about 2000gp! Too weird, a fix is must.

All right, after I run this in tier 3-4, rise to 3 stars. Because I slightly change the NPCs' attitude to be not disgusting.


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Fabulous Jungle Adventure!!

*****

With two fun NPCs, nice enviorment, straightfoward but eyecathching story. One of my favorite, a must play of PFS.

Run tier 4-5 once, the last combat can be challenging, but tier 1-2 combats don't scale well in my opinion.


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