Priest-Captain Blackarm

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RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. FullStarFullStarFullStarFullStarFullStar Venture-Agent, California—San Francisco Bay Area North & East 4,998 posts (18,362 including aliases). 26 reviews. No lists. No wishlists. 54 Organized Play characters. 37 aliases.



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Mulmaster Undone

*****

PFS specials are awesome as usual.


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Best adventure in PFS

*****

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


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great

****( )

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.


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PFS Review

**( )( )( )

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.


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PFS Review

****( )

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.


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PFS Review

****( )

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.


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PFS Review

****( )

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.


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pfs

****( )

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.


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PFS

****( )

I have played this adventure but I have neither ran nor GMed it.

This has cool stuff going on and some of the more memorably NPCs from a PFS scenario. The time ticking down is a real worry, and the setting and atmosphere is nicely done.

The beginning can be a bit weak but the adventure as a whole is awesome.


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Great scenario marred by useless boon.

****( )

I have both played and GMed this scenario multiple times.

I'm quite fond of this scenario. It's got a nice mission that helps the players feel more involved in the Pathfinder Society. It's got tough combats, a variety of terrain and an optional hard encounter with significant terrain advantages for the opposition.

This scenario would be 5 stars except for the overly specific useless boon that even costs 100gp. Yuck.


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Three ghouls and a ghast

****( )

This is how I imagine Tim Hitchcock's thought process works for season 0.

Hmmm I need another encounter... I know! How about 3 ghouls at low tier and 3 ghouls and a ghast at high tier.

This adventure had some cool terrain and tough fights with things like shark chum and water ambushes. The faction missions are a little confusing and the BBEG is very underwhelming which drops this otherwise great scenario down to 4 stars.


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PFS

****( )

I have both played and GMed this adventure.

The opening encounter is awesome and involves more than just beating up monsters and taking their stuff. There's some cool Absalom flavor although the plot is a little incredulous.

The maps are top notch and include interesting terrain.


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PFS

*( )( )( )( )

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

I almost died of boredom playing this. While I generally enjoy dungeon crawls this didn't cut it for me.

Also if you're attempting to play through this with 4 level 1 PFS characters it becomes very difficult towards the end as you're still playing at level 1 with only the stuff you started with + some junk found laying around.

Avoid at lvl 1 in PFS. Wait till level 2 and only play if you want to roll dice for 8 hours instead of interacting with cool NPCs.


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PFS

***( )( )

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

I enjoyed the challenging encounters and I like investigating but the adventure felt like: go talk to this list of NPCs to proceed and actually figuring anything out was mostly irrelevant.

Due to language barriers most of the players spent the investigative portion of the adventure sitting around bored.

I played an outgoing character with a lot of knowledge and charisma skills and found myself super useful, and personally I had a lot of fun, but the boredom of others dragged me down a bit.


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Why do we keep doing this?

**( )( )( )

I have played this, I have neither GMed nor read this.

Oh cool, a special boon for playing the series. Oh its super narrow and completely useless? :(

This disappointment turns an average scenario into a disappointment.

Also there was this weird room at the end after beating up the badguys that messed up the narrative flow.


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Seven Samurai

***( )( )

I have played this adventure, I have neither read nor GMed it.

overview:
You start with the classic underpowered along the road ambush that foreshadows further development but is not particularly interesting or challenging.

You spend an hour optimizing a spreadsheet of defending a village, while people try and do suboptimal things to get their faction missions done.

You then fight a series of back to back fights where you have a strong terrain advantage.

While I liked most of the individual encounters, I don't like complicated subsystems in my PFS games, they take too long to explain and are never seen from again.

Unique boon/item on chronicle sheet promotes this from 2 stars to 3.


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Haunts.

****( )

I have played this scenario, I have neither read nor GMed it.

This had some interesting combats/encounters. Quite a few of them actually, without feeling overwhelming.

I never felt really drawn into the scenario though. Neither the town nor the castle seemed exotic enough.

I did like the encounters, and the flavor, it just didn't seem to matter that it was in Tian Xia.

Despite the setting shortcomings I thought this was a fun, flavorful and reasonably challenging scenario. I just want it to be even better.


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Yojimbo

****( )

I have played this, I have not read or GMed it.

Good challenging fights. Felt like we got to make decisions that mattered.

I was a little disappointed that we didn't get to play the sides off each other and instead basically picked who's mission we were going to do. Although even that choice was nice, although I imagine it would make it tougher to prep for.

Has a good mix of RP and tough combats, could have been even better though.


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Average

***( )( )

I have played this, I have not read or GMed it.

A nice solid scenario with a cool map and reasonable foes. Nothing too special going on but nothing horribly wrong either. I would be perfectly happy if no scenarios were worse than this one.


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Blood

***( )( )

I have played this at subtier 10-11, I have not read nor GMed it.

I found the fights fun, challenging and exciting and just on the verge of overwhelming, perfect for a special.

I thought it went too fast to get in any good RPing and with rewards based on which table completed things the fastest we were basically hopeless to get anything special at our tier due to high level combats just taking longer.

The story as presented didn't quite make sense, the stage combat encounter was a poor choice to include in such a time pressured events but the combats themselves were fun and exciting.

Overall I think it would have made a adventure but there didn't seem to be any compelling reason for the multitable chaos. Also, even with trying to rush through things there were still way too many encounters for a 4hr slot.


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Hall of drunken yahoos

*****

I have played, but not read or GMed this one.

This adventure was a blast. Cool ultra-tough encounter that has non-standard consequences. Lots of flavor and a unique item on the chronicle sheet.


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Up is good, down not so much.

**( )( )( )

I have both played and run this one

A bunch of mostly cool encounters up the ends with a nice climatic foe. Although I'm still not 100% sure how to adjudicate the environmental hazard.

The way back down is ruined by a page long subsystem that requires a specific skill, doesn't quite make sense, and frankly just wasn't fun. I mean it sounded like it should be fun, but it just wasn't.


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Interesting bits.

***( )( )

I have played but not read or GMed this adventure.

The opening trap/encounter was a nice setup but the chasm was confusing. Lots of 3D that was hard to follow. There were some nice encounters but I found the plot so uninteresting I don't even remember what it was.

Mostly reasonable foe choice to make for good encounters but confusing 3D terrain and plot weakness held this one back.


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Masterwork Shank

**( )( )( )

I have both played and run this.

Roleplaying with the prisoner to be rescued is the high point of this scenario. Other than that there's a prison that doesn't make a lot of sense and some pointless running back and forth.

Despite attempting to give the illusion of choice the adventure feels very railroady and just not fun.


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Black Waters

***( )( )

I have both played and run this one several times. The theme and flavor are nice but the actual play is somewhat lacking. It's got the classic 3 ghouls/3 ghouls and a ghast encounter that it feel like most of the season 0 1-5 adventures have. Additionally there's not enough guidelines for how to run the crazy inn keeper or the fancy ball at the beginning.

Also the plot never really seems to quite come together right.


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