Ningyo

Rene Duquesnoy's page

Goblin Squad Member. ***** Pathfinder Society GM. 1,719 posts (2,099 including aliases). 12 reviews. No lists. No wishlists. 30 Organized Play characters. 1 alias.



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Great in smaller settings

4/5

I ran this at GenCon, and then again at my FLGS. The GenCon version was a bit of a cluster, but that's what happens when you get a room full of 150+ tables.

The one at the FLGS went very smoothly (surprisingly). Due to the 4 hour time constraint of playing at the store, I worked with my team of 7 GMs (I was overseer) to trim the scenario down to ~4 hours.

Spoiler:

Here were our changes:
* Act 1: Let the players take 20 on their perception check and just get the list of other bidders. Saved a few minutes
* Act 2: Completely removed going into the forest for Aspis Gold. Still kept the Heidmarch de-briefing.
* Act 3: Reduced the time from 2 hours to 1.5 hours for 3A-3H. One group still completed all of the encounters, and most got 2/3s done. I think this actually helped, as if the players would have had 2 hours, no NPC would be around for voting.
* Act 4: Went back and forth with cutting either 4A (battle in the cathedral) or 4B (chase). I wanted to cut 4B, but my GMs were excited to run the chase, so we cut 4A. One table took an hour to get through the chase, which made them not get to fight any waves.

Total running time was 4.5 hours. All of the players and GMs were really happy with the scenario, and how efficient it went. As the overseer, I wish I had more to do as the scenario went on. Also, we need to make the players sing something. That would have been great.


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Fire, fire, and some Fire!

4/5

I have run this a few times, and most recently, it was my first attempt at a play-by-post game. This is a bit of a dungeon crawl, but there are a few tricky areas. The boss at the end is fun, and the room is pretty dangerous. However, once you get to the Citadel, it's pretty RP free. The exception is the NPC you meet which seemed to confuse players more than help them. The faction missions were simple, as most didn't require any rolls. Just do X, and you succeed. Much different than faction missions nowadays.


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Crawl (or should I say climb) that dungeon!

4/5

No plot. No story. No problem. What can be said about this dungeon crawl? I ran this for a group of 6 level 1 characters. Half of which are noobs. I did this according to Pathfinder Society rules (for credit), so I wasn't allowed to go 'off book'. This is a fun intro to Pathfinder. You learn a lot about different low CR baddies. However, there is no real story. Just go here and explore it.

This is a good intermediate step for bringing new people in to Pathfinder. You don't have to deal with faction missions or hearing a long schpeel at the Lodge. My biggest complaint about this beginner mod is that there are a lot of combats, probably twice as many as a normal scenario. This made our pregen cleric Kyra work overtime. She could have ran out of spells and channels really quickly. It would have been nice to have some potions of cure light wounds to make an appearance a little more frequently. Also, some of the rooms (like the stupid bat swarm*) was just a room with something to fight, and no treasure to reward the PCs.

Still, a nice noobie mod, and everyone had a good time.

* I hate swarms


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4/5

I ran this at 6-7. This was good and entertaining, but not great. How many times have we heard a Venture-Captain tell the PCs that they are going to be doing something mundane and shouldn't expect any problems? There should be a better intro schpeel.

I absolutely love Riddywhipple (or Ready Whip as my party called him). The RP with him is fun, and the boon is really awesome. My players had more trouble at the pond than at the end.

2 deaths:
The front liners both jumped in the water, then the pegasi came down to get the people on land. Don't split the party :)

In fact, the players thought there was another encounter after the end because they cake walked through it.


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Double down on this gamble

5/5

Exciting. Dangerous. Sneaky. Those are words that can describe this wonderful scenario. This has a lot of everything in it. The BBEG is pretty tough, and for each of the 3 times I have ran it, the players were able to win, but just barely. They also used completely different tactics. The ambush is fun to run, and wishes there are smarter NPCs in other scenarios.

The other encounters here are not typical. A few different thing happen, which some PCs are completely unable to prepare for. The warehouse is cool. The interviews with NPCs are fun, and lead to great RP opportunities. The BBEG can be deadly.

Take the gamble. Its worth it.

5 stars, and lovin it.


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Too short & not challenging

3/5

To be honest, I was a bit disappointed in this scenario. It took about 1.5 hours for the party to fly through it. We played 4 people at tier 3-4, and the party's APL was 4. The cleric was able to handle the normal undead, and the raging barbarian who crit'ed & cleaved completely wiped out the final encounter on his turn. The idea of going into a large theatre (not the normal one from the later season's map collection) and dealing with all of the posh folks was cool. Once the combat switch was flicked, it was basically a slaughter fest (besides Magistrar).

As luck would have it, the party took the most direct route to the basement, and must have left 5 or 6 areas unexplored. The majority of the faction missions were handled at the same time, which made the need for exploring nonexistent. I did enjoy the tougher bugbear zombies, as they put a big hurting on a character a few times. Still, most of it was a walk in the park for the players.

If you have 2ish hours to kill and want to play PFS, this scenario is for you!


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Mostly awesome.

4/5

I enjoyed playing and GMing this scenario. After entering the weave, there are a series of battles & puzzles to solve. The Ancient Osiriani puzzle is now my favorite from all the PFS games I have played. Combats were difficult, but not impossible, and it was nice to have alternate solutions to some of them. Although this takes place in more of a jungle/swampy environment, it still reminds me of ancient Egypt.

There were a few things that left me hungry for more story. We actually never see how the you-know-whos got into the weave. Both times I ran this, the party wanted to track it down, and it wasn't part of either part 1 or 2. Also, the relic doesn't get used in any way. It seems like a nebulous 'relic', used to get the Pathfinders to do stuff.


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Not bad, but not a great followup.

3/5

Continuing where WotW part 1 left off, we travel to the Muckmouth village. It was neat seeing the cave, but there could be more interactions between the tribe and the characters. For the most part, they just watched what was going on. Being indifferent is boring. Maybe a hero Muckmouthian wants to help the PCs with their mission. I'd like more backstory for them.

Also, the combats seemed to blend together. After the initial encounter, baddies fled to where more baddies were, and that was next to more baddies who showed up. The 2 brothers were pretty lame. I would expect them to be much harder, or maybe a water elemental shows up.

The rainbow room was a neat concept, but didn't slow down high level PCs. After defeating the 'boss', players (and me) were confused on why there was another encounter. It reminded me of the movie Artificial Intelligence, when the movie ended, but then it went on and ended again. I thought it was completely unnecessary after the PCs saved they day. Perhaps if it were done earlier (another dig room?), it would mean something.

Finally, like a few other multi-scenario boons, this was lame and only useful under a very strict situation that will (most likely) never happen.


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So-so

2/5

I would give this a 2.5 stars if there was an option. I ran this a few times at small conventions, and I have to say, there were some really cool things (the final 2 battle), and really lame things, in this scenario. Being the PFSpecial, when this gets run, it will be a big deal, and should get as much focus as it can. However, there is no way this scenario can run in the allotted time slot. Both times, I ran this, it went way over. It seems too much was added to this to make it fit in a standard time slot.

At times, coordination between the overseer GM & table GMs (me and probably others) didn't go smoothly, as there is a part that is confusing on when the overseer takes over.

The sewers were cool, the bar brawl was neat (unless you were a player who died in it). The guardian was fun, and players were very creative in the solution.

At one point, a player made a comment about the stuff that their table doing meaning anything, which seemed like a bit of a downer. The final roll seemed a bit silly to me.


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Enjoyable.

4/5

I ran the Ghenett Manor Gauntlet as a home game for 6 players. Most of the players have not played a 5-9 before, and the average party level was right between 5-6 and 8-9. They decided to play it safe and play 5-6, which was the right choice.

The biggest thing I was excited about was finally breaking out my Easel Pad with 1 inch squares. I spent an hour trying to make things pretty, but enough about me. The full map is just too big to do, but the manor was doable, being 2 sheets.

The players seemed to have a harder time with the beginning baddies once they got in to the manor than the end. I do think I screwed up the room where they find the [spoiler] thing. One thing that annoys me is that the humanoid baddies seem to be underpowered.


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Very enjoyable level 1 module

4/5

I just ran this a few times for some local groups, and everyone found it very enjoyable. The map is setup in a way where there is a logical break between gaming sessions. As it was a crypt, most people guessed correctly about what they would be seeing inside, but that didn't take any of the fun away. From slaying baddies to dealing with traps, the players had fun.

The only reason why this wasn't a 5 star is there were a few effects that weren't easily fixable, especially since the party was made of level 1 PCs. Also, I'm sick of swarms. They only slow things down.


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awesome fun

5/5

this was really fun. even though it took a little longer to get through than i expected, it was well worth it. the traps were pretty scary, and i thought there would be a tpk a few times.

the story was really fun. lots of RP opportunities.


Full Name

Splinter

Race

Human

Classes/Levels

Wood Elementalist

Gender

Male

Size

Medium

Age

40

Special Abilities

shoot splinter spears at monsters

Alignment

Chaotic Good

Deity

the goddess of luck

Location

on a boat

Languages

a lot

Occupation

woodworker

Strength 7
Dexterity 12
Constitution 16
Intelligence 20
Wisdom 12
Charisma 7