Priest-Captain Blackarm

Pirate Rob's page

RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. ***** Venture-Agent, California—San Francisco Bay Area North & East 5,786 posts (24,966 including aliases). 43 reviews. No lists. No wishlists. 74 Organized Play characters. 47 aliases.



1 to 25 of 43 << first < prev | 1 | 2 | next > last >>

Sign in to create or edit a product review.

Our Price: $5.99

Add to Cart
2/5

Despite being replayable it has no elements that change between plays.

Observatory encounter is too easy with the monsters arriving in waves. The rune inlaid floor should make the combat interesting but somehow fails to do so.

The encounters don't even meaningfully differ between tiers with one encounter just having more of the same creature.

Trade conference as the finale is a nice change of pace but of the 2 combats one is one dimensional and then other is easy to the point of boredom.


Our Price: $5.99

Add to Cart
4/5

Some specific scaling based on PC numbers in addition to CP which causes some wonkiness in scaling for certain groups.

Exploration descriptions are nice.

Combat encounters make good use of terrain and feel challenging without feeling unfun or punishing (Good use of multiple foes with thoughtful scaling)

Town makes a good transition from overland travel to final search. The time limited research works well and gives everybody a chance to help.

Map notes on the elevations for the final encounters is extremely helpful as well.

Running long, some early travel wonkiness and a weak conclusion drop this from a perfect 5 to 4 stars.


Our Price: $5.99

Add to Cart
1/5

Disjointed locations with hard to understand skill checks to move. The sudden but inevitable betrayal, a narrow largely useless boon.

Confusing and punishing mechanics for doing what the scenario tells you to.

Weird planar creatures are at least thematic with their encounters but the maps are not used well.


Our Price: $5.99

Add to Cart
4/5

Training montage is fun and hobgoblin metaplot is neat.

Encounters feel meaningful. A victory point system for the final exploration may have worked better for not having players feel cheated out of their treasure for not critically succeeding at a seemingly random check.


Our Price: $5.99

Add to Cart
3/5

It's okay.

Glad there's some variety in what you fight, but it's always the same structure.

Some complicated terrain manipulation based on wagons saved that largely doesn't matter.

The need to keep PCs from going straight to the end.

The goblin caravan camp scene is a great chance for GMs to encourage role play and leads to some laughs.


Our Price: $5.99

Add to Cart
2/5

This is another repeatable that I enjoy GMing but don't like as a player.

The things that matter never change. (Like who the bad guys are.)

The overland travel mechanics don't really make sense. There's an influence skill game that doesn't really matter either.

The order that some challenges are can be randomized, along with the weather and exactly what kind of sabotage but nothing that actually matters.

---

GMing it I do my best to provide flavor/knowledge advantages based on befriending other teams, as well as streaching creative solutions to make the night phase more interesting/rewarding.

I skip the maps for all the skill encounters as they don't provide any real benefit

That said the setup is neat, I really like the intro with the Venture Captain and there aren't any weak filler combats just cuz.

It needs a couple more skill challenges to have it being repeatable make sense. The night phase and the social/investigative stuff need a little more development to tie them in better and we're so close to rating this 5 stars.

Instead I'm a 2.5 Good premise, good skill challenges. The social bit is largely pointless, the replayability is low and there's some lack of clarity in the writing regarding both rewards, and some of the challenges. That said I enjoy GMing it.


Our Price: $5.99

Add to Cart
2/5

I appreciate that this adventure lets you choose a variety of sides to take, providing adventure for players who want to join the rebels, infiltrate them or even just turn them in.

That said the most common action I've seen involves PCs going from meeting with the higher up rebel to suddenly jumping to assassinating the king right this minute feels very jarring.

The whole adventure doesn't really quite hold together

"Special: By the end of this encounter, the PCs should have either won the fight, fled, surrendered, or lost the fight."

No adventure, that's not special. That's how almost all combat encounter end. The adventure consistently uses an overabundance of text like that to explain itself. It's hard to read, convoluted with what feels like pages of text describing the most basic of circumstances. As will as about a half page of text describing terrain in excruciating detail that's unlikely to be interacted with.


Our Price: $5.99

Add to Cart
5/5

Hilarious scenario, good variety in challenges to overcome. Goblin play is brilliant.


Our Price: $5.99

Add to Cart
4/5

I love running this, but it takes work.

The town part of the scenario just says succeed at some checks without really providing good context. Every time I GM this I weave the checks into exploring the town and it works great.

The difficulty of the encounters is a little too variable and it suffers without the GM putting in the extra work.

It's my favorite replayalbe to GM, but it's been less enjoyable to play unfortunately.


Our Price: $5.99

Add to Cart

Pathfinders actually Pathfind!

5/5

The exploration here makes sense, as do the victory points.

Nice combination of social, exploration and combat.

The goat encounter is really good.


Our Price: $5.99

Add to Cart
2/5

The unluck mechanic is super frustrating and unfun. A normal difficulty encounter where your first hits all turn into misses could easily be too hard. An easy encounter where your first hits turn into misses is just a boring slog.

Adventure is very much get on the rails and encounter things until the end, no chances for players to make any meaningful choices.

Final combat is interesting at least which saves the adventure from 1 star.


Our Price: $5.99

Add to Cart
4/5

The use of time once on location is really good, making the character's investigative skills feel useful.

Combats are both memorable.

The initial travel with a chance to become fatigued is a nasty trap that completely removes player participation from the middle act.

Later errata to fatigued to only prevents exploration activities while traveling, which fixes this problem, but it's still a major knock against what I think is otherwise a 5 star adventure


Our Price: $5.99

Add to Cart
5/5

Interesting cast of NPCs in a compelling location.

Some mysteries are best unsolved, and this one ends without an answer but I think the mystery is better than any answer coujld be.


Our Price: $5.99

Add to Cart

Okay

3/5

The replayable elements to this mostly add complication to the GM side rather than actually changing the plot in a meaningful way for the players.

Difficulty of the Ritual encounter varies immensely on if you use the normal disable rules or a note hidden in the forums that it should only take 1 action.

I do really like the haunted house section at least.


Our Price: $2.99

Add to Cart

Yarr

5/5

Bar Brawl is really fun, but the mechanics of the zones could be a little clearer.

Nice variety when replaying

Makes good use of Golarion Lore and PFS plot.


Our Price: $5.99

Add to Cart
2/5

Adventure is okay.

Library goes on for too long.

The pregens here reduce the very okay 3 star adventure down to 2.


Our Price: $2.99

Add to Cart

Review

5/5

Nice variety in the replayable elements.

Durvin Kline makes me laugh every time.

Fun adventure.


Our Price: $3.99

Add to Cart

Mulmaster Undone

5/5

PFS specials are awesome as usual.


Our Price: $7.99

Add to Cart

Best adventure in PFS

5/5

Best adventure in PFS, very mildly disappointing to GM if nobody is Cheliax.


Our Price: $3.99

Add to Cart

great

4/5

I have both played and GMed this adventure for PFS.
There's a cool storyline, a cool interaction mechanic but it suffers from nebulous boons that will probably never do anything and a disappointing final encounter.


Our Price: $3.99

Add to Cart

PFS Review

2/5

I have both read and GMed this adventure for PFS.

There are numerous errors in statblocks / tactics, some of them rather severe.

The GM is expected to apply the young template themselves.

The final encounter has a

Spoiler:
scary poison, that the PCs were given neutralize poison potions at the beginning of the adventure to deal with
and nothing else going for it.

There is a cool boon for

Spoiler:
familiar
users at least and a technically non-standard but unexciting item.

There are some golden role playing opportunities and paying attention to descriptions makes certain faction missions significantly easier which was nice.

Overall I would describe it as a flavorful cakewalk marred by stat-block errors and nonsensical tactics.


Our Price: $3.99

Add to Cart

PFS Review

4/5

I have both played and ran this in PFS.

This adventure is of above average difficulty. It features a crazy villain and enough information for the players to figure out what's going on. It also features non-standard items on the chronicle sheet which is a plus however the unique item on it is severely overpriced.

There's a pretty big pacing problem in act 2 of the adventure that reduces this otherwise awesome and flavorful adventure to 4 stars.

Spoiler:
The players are looking for the BBEG and have a bunch of clues on how to find him and a bunch of potential leads to explore. Unfortunately none of these things actually go anywhere, and the plot moves on after 90 minutes.


Our Price: $3.99

Add to Cart

PFS Review

4/5

I have played this as part of PFS, I have neither GMed it nor read it.

Factions missions were disconnected from the adventure and mostly accomplished before hand. A well done chase scene with options about which way to go! Nonstandard items on the chronicle sheet!

The combats felt repetitive though.

Combats:
Enter room with goblins, get alchemist fire thrown at you. Have rest of party clean up goblins while whomever got burned is unconscious.


Our Price: $3.99

Add to Cart

PFS Review

4/5

I have played this in PFS. I have neither run nor read it.

I had a blast playing this at PaizoCon. It had cool "traps" and a neat boon that ties in well to season 4.

The BBEG is satisfyingly difficult although a bit of a slog.

Setting doesn't quite make sense though. Why isn't this place completely swarming with Aspis ready to kill us? Instead it's got about 10 almost comically incompetent agents just hanging out.

Still quite enjoyable though.


Our Price: $3.99

Add to Cart

pfs

4/5

I have played this. I have neither read nor run it.

After the intro I thought sweet I'll finally get to use my super narrow anti Aspis in the Weave boon. Nope :(

I thought this was going to be a cool negotiating scenario and it started out with a neat opportunity to negotiate, but after that was a boring crawl ending in a

Spoiler:
Dragon
jumping us for no discernible reason.

Challenging foes and having items on the chronicle sheet that are both unique and useful brings this otherwise misleading and mediocre scenario to 4 stars.

I also thought the setting was cool, but the middle third of the scenario could have taken place anywhere and didn't take proper advantage of the location.


1 to 25 of 43 << first < prev | 1 | 2 | next > last >>