Priest-Captain Blackarm

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RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. ***** Pathfinder Society GM. 6,102 posts (28,241 including aliases). 65 reviews. No lists. No wishlists. 76 Organized Play characters. 49 aliases.



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Hillarious!

5/5

Great scenario. A nice variety of different problem solving issues with benefits for not needlessly killing things.


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Chill

5/5

This is really nice.

It's a chill low stakes diplomatic mission with NPCs who have enough description that they are a delight to roleplay. The mission makes sense, the challenges are largely fun and flavorful. (The poetry slam is a bit of a weak spot)

6 different challenges make it a pleasure to replay and allowing players to pick the challenges ensure they are picking something they can have a good time with.


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The concept is glorious but the battles repetitive

4/5

The defense mini-game is really nice. Super happy to see that instead of the overused influence system.

Battles feel epic and glorious. A suitable adventure for high level characters with cool callbacks and use of existing locations and NPC. Unfortunately the fights are repetitive with only basically 2 sets of enemies (zombies or wights) reused over 4 encounters.
(Here's the zombie encounter with a friend. Here's the wight encounter. Here's the zombie encounter, here's the wight encounter with a friend) Although escalating environmental encounters in the final encounter help redeem it by upping the danger and providing a sense of urgency.

Interesting background that is completely inaccessible to PCs is also a ding against.

All that said suitably epic and enjoyable, but the encounters lack variety and the backstory doesn't come out.


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Good Influence

3/5

Well done influence system. Flavorful NPCS.

Multiple development/editing issues, references to nonexistent conditions, unclear reward conditions.

Weird railroad in the middle of the adventure to a weak encounter that's hours away from the important location you really should be staying at.

Cool encounters at the beginning and end but final one has some issues. Also really need some notes on the terrain to keep from being a giant featureless wasteland.

Very close to 4 stars but can't quite get there.


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Rain

3/5

Introduction to Rain is nice.

Happy to have variable foes.

Putting 3 of the deadliest low level trap in a row seems cruel (although later errata has fixed this)

Transitions from getting to town to heading off blindly into the swamp is awkward too.

Also having "Second" in part 1 of a 2 parter drives me nuts.


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Time!

4/5

Really good use of limited time in a hostile location.

Cool location, memorable NPCs. Great custom exploration activity, although would have preferred if whole party didn't have to do it so that characters that relied on exploration activities weren't just completely knocked out.

Also too much content, scenario is going to run long.

Still really good. 4.5 stars if I could.


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Creative

4/5

Creative obstacles.

Good/proper use use of low DCs when many checks are required.

Really nice variety in encounters/challenges which is needed when their are 8 pieces to collect.

Complete lack of time pressure in what feels like should be a tense race against a foe with a significant lead limits it to 4 stars.

Still lots of fun.


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Gravelands

4/5

Great use of a notable and dangerous location.

Supplies provide a good backstop to where failing isn't horrible death, but instead costs resources/potential treasure.

Good use of making outdoor skills valuable and a couple reasonable encounters.

Final encounter is a letdown and some oddities in mechanics for a hazard and such limit it to 4 stars.


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Barely 3

3/5

Repeatable Scenarios need variable content. There's virtually none here.

I do really appreciate time limitations, gives value.

NPCs are fun, although the distract the projected NPC pseudo encounter has bizarre mechanics. The rest is fun. Probably the best of the repeatable without variable content.


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Hillarious

5/5

Funniest scenario ever.

Great challenges, great problems, all around amazing.


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Competent Dungeon Crawl but...

3/5

Reasonable Dungeon Crawl. You don't get to fight the cool creature they hint at the whole scenario and all the pay off feels like it's "outside of scope"

Map and instructions for which way you choose to go are also quite confusing.

Is generally a cool location though with good flavor. Better payoff or better connections could have gotten it to 4 stars.


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Swap Meet

4/5

Swap meet is generally great fun.

Memorable pirate encounter and great fun overall.

Some bits could use a little more clarity though dropping it to 4 stars.


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Meh

3/5

Replayable scenarios need variable content.

The opening is cute with helping Rain but learning about distant lodges being under attack never had any sort of emotional payoff for me.

There's an overuse of concealment in the fights but otherwise creative encounter design heightens it a bit.

Barely ekes out a 3rd star.


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Couldn't ask for more

5/5

Well executed plot.

Compelling Encounters.

Meaningful Choices.

Memorable NPCs.


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Great Exploration

5/5

Makes really good use of Exploration System, letting PCs who have wilderness skills really shine in a way they rarely get to do.

Compelling/Challenging combats.

Great scenario.


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ORKZ!

4/5

Great Orcish flavor

Well executed chase

Really good scenario.


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Needs more

3/5

Needs more variability as a replayable instead of a 3/pick 2 middle section with the beginning and ends being identical.

The 3 middle encounters:

1 is an epic fight

1 has terrain that doesn't make sense and creatures that fail to work as written.

1 has a variable bad guy investigation at least but the party's motivations here need some work.

Opening encounter and final encounter are at least interesting fights which gets us up to 3 stars from 2.


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Cool Location

3/5

Cool location, Lack of lucking into correct language access is too punishing in the research portion.

Appreciate the higher difficulty combat.


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Engaging Plot and Location

5/5

Scenario makes great use of time limitations in a dangerous location.

Great flavorful challenges that make sense. A few twists that ask, but not require the players do more than they were tasked with in a believable and compelling way.

A great behind enemy lines plot.


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Wasted Potential

2/5

Not enough background on the 4 NPCs to be influenced, making it hard to get really engaged with the influence system.

You get instructed not to tell people of your mission.

The first named NPC you encounter after you briefing... the scenario assumes you tell the whole mission to her for like no reason other than "she can be trusted"

The combats are uninspired with the middle one being particularly weak.

The locals are all biggoted, taring everybody as "Avistani" regardless of actual heritage.

You keep getting ambushed, and then promised to be escorted safely, only to be ambushed again with your escorts around the corner before having the same promise be made again.

Also the opening premise. Why are you here an hour before an incredibly important negotiation with no into or plan as to what's going on?

Scenario does seem competently put together, largely free of errors and mostly gets from beginning to end without game breaking issues which keeps it from falling to 1 star.


Best of the One Shots

5/5

Really nice pre-generated characters with strong options that fit very well into their roles. (Do note that if you expect the cleric to be a healer you're in for a bad time, that's the monk's job in this party)

Custom exploration activity that gives the Mantis Agents that edge the flavor says they should have.

Brilliant writing that gives the GM power and mechanics to deal with whatever zany plan the PCs come up with.

This is basically a perfect example of the format.


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Fun and replayable

4/5

I like this one quite a bit. There's room to roleplay with the various faction leaders and 4 little mini adventures each with 3 different sets of encounters making the replayability interesting.

The structure allows experienced players to push and complete the entire adventure in a single adventuring day while a party that has a rougher time can take all the time they need.

The only thing that drops it from 5 stars in my mind is always having to make up a reason for Kazuuk not to help.


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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.


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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.


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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.


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