Priest-Captain Blackarm

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RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. ***** Pathfinder Society GM. 6,117 posts (28,304 including aliases). 65 reviews. No lists. No wishlists. 77 Organized Play characters. 49 aliases.



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PFS

4/5

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

1/5

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

3/5

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?

2/5

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

3/5

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.

4/5

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

4/5

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

3/5

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

3/5

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

5/5

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.

2/5

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.

3/5

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

2/5

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

3/5

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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Exciting Adventure

5/5

When I played this one I really enjoyed it. It had interesting terrain and encounters and the ability to make choices that influenced the encounters. Seemed above average difficulty (which for me is a plus).
Also the chronicle sheet contains a unique reward which is a plus.


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