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Close beneath the shrine of Kro’akoth lies a serpentfolk stronghold currently in the clutches of a mutant serpentfolk priest. A three-way struggle for dominance is developing between the rival sects in this level and the level above. Warhorn sign-up: https://warhorn.net/events/mike-b-online-pfs/schedule/2015/06/12/sessions/7 7434 Between 24 and 48 hours before the game begins, you will receive an email that includes the Roll20 link to the game and that requests the following details. Character name and level
If you do not respond at least 12 hours before the start of the game, you may lose your seat to one of the waitlisted players.
In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed. Roll20 link will be sent out once the table is full to the first six players (one spot saved for someone I'm trading sessions to GM/play). Each of those players needs to provide the following at least 12 hours before the start of the game. Waitlist players will be asked for the same information if one of the other players does not respond by that time: Character name and level
Emerald Spire Level 2, The Cellars, by Ed Greenwood (1-3)
When: Saturday, January 10, 9am CST (GMT-6)
Roll20 link will be sent out once the table is full to the first six players. Each of those players needs to provide the following at least 12 hours before the start of the game. Waitlist players will be asked for the same information if one of the other players does not respond by that time:
I played a new Occultist in Black Waters at our PFS game day today. Here the sheet for my abjuration and transmutation melee occultist.:
Umradur Oread occultist 1 N Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2 shield) hp 10 (1d8+2) Fort +3, Ref +1, Will +2 -------------------- Offense -------------------- Speed 20 ft. (15 ft. in armor) Melee masterwork steel terbutje +5 (1d8+4/19-20) -------------------- Statistics -------------------- Str 18, Dex 10, Con 12, Int 16, Wis 10, Cha 8 Base Atk +0; CMB +3; CMD 13 Feats Combat Expertise Traits humble beginnings (varisia), deft dodger Skills Acrobatics -7 (-15 to jump), Knowledge (arcana) 7, Knowledge (planes) 7, Knowledge (religion) 7, Knowledge (history) 7, Perception 4, Spellcraft 7, Use Magic Device 3 Languages Common, Terran, Aklo, Thassilonian, Auran SQ ferrous growth, focus power, implements 2, knacks, mental focus 7 Other Gear breastplate, steel snarlshield, masterwork steel terbutje -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white vision only). Ferrous Growth (1/day) Make a piece of iron or steel grow into an object up to 10 pounds in weight. Humble Beginnings (Varisia, Spade) No penalty for using selected item as improvised weapon. Spells
Abjuration Implements (gnarlwood shield) - 3 mental focus
Transmutation Implements (terbutje) - 4 mental focus
Armor class and saves
Melee combat
Resonant and focus powers
Mental focus
So my group is currently at Ascanor Lodge, and they've managed to make Estovion pretty paranoid an angry. One of them told him that they are following the trail of a friend's murderer but that the trail ends here. Is there any reason he wouldn't try to find a way to sell out the Whispering Way so long as it can't come back to him? I'm thinking about having him tell them to go find the Prince's Wolves. They have a similar interest and will get the party out of his hair. He just wants to keep the Lodge safe, and that's more likely to happen if Mathus has more enemies and he gets a reputation for not being allied with Mathus. Thoughts?
I originally level-dipped to be able to take an axe beak mount, but I'm starting to think that the value of such a thing isn't much at 8th level. I'm sitting on my Gen Con GM boon trying to decide what to do with it (elemental race or rebuild). Cavalier (Order of the Star) 2 / Cleric (Milani, Liberation and Restoration) 6
Cleric (Milani, Liberation and Restoration) 8
I felt a bit weaker than I should be in Bonekeep 2 and Waking Rune, and I think there's a lot that two more levels of Cleric would help. Thoughts?
The original bySwarm concept was to collaboratively build a Pathfinder RPG campaign setting and to then create products where much of the revenue would go back to the writers. We've had some good success creating the raw content, but there's still a lot of work that has to happen to turn it into products that can be sold. To overcome the hurdle, we've launched a Kickstarter project to produce a fully-featured e-module for Pathfinder. The e-module will not just be well-written text with awesome art, but it will also include interactive elements like encounters with multiple CR options to support different party levels as well as sound effects for ambiant noise and NPC dialog. We're also working on more advanced features to potentially use including stat block-based rules references and campaign website integration and much more. We're already up above 37%, and we'll be starting to share more teasers about the module specifically in the coming days. It will be usable within other campaign settings with some minor tweaks. There are multiple reward options as well as some reward add-ons like printable character stand-ups and USB memory sticks.
In honor of our friend Mike Litchford, his gaming group is putting on a game day to raise money for his family. Mike was diagnosed with a very aggressive cancer this past April. We thought we would have several months with him to roll lots of d20s and share more time with our friend, but his treatment was unable to slow the cancer down. He was lost to us in July. There are others who miss him even more than we do though - his wife Ariana, 4-year old son Moses, and 1-year old daughter Zoe. All funds collected for event entries and raffles will go to the family's fund. Events
6:30pm
The Distractions of Dakeyrus - The dwarven wizard Dakeyrus is known for his occasional jaunts away from his cliff-face lair to witness the end of a multiverse, but it seems that he has actually gone missing for quite a while this time. One of his rivals by the name of Antinnia has begun offering uncountable treasure to any adventurer willing to raid Dakeyrus's lair. Being an adventurer who never passes on an opportunity, you have found a few compatriots to take on the challenge. Be careful though, because you aren't the only ones trying to earn a fast one. Bring a 12th level Pathfinder character, created using the Pathfinder Society character creation rules plus 100,000gp in magic items and other equipment. In fact, bring multiple. $1 entry fee per character with prizes. Players will be rotated as PCs meet their untimely demise so there will be multiple chances to play. Raffles
Food & Drink
These are the first four products planned for release from bySwarm. The two modules will explore the Dark Golden Age of a world recovering from the Collapse of magic just three years prior. The characters will explore ancient tombs in search of what magical items remain and find themselves in the middle of Beastfolk and human schemes alike. While the modules are set in the Dark Golden Age campaign setting for the Pathfinder Roleplaying Game System, the Beastfolk Races and Godless Divine products will be suitable for any setting utilizing the Pathfinder system. Module: Into the Dark Golden Age
Target release: February 2012 Beastfolk Races
Target release: May 2012 Module: The Bandit Kings of Halag
Target release: July 2012 / Gen Con 2012 Godless Divine
Target release: December 2012
The Pathfinder Society Field Guide has some new prestige awards that are interesting. While titles are a dime a dozen in Taldor, has anyone else taken one yet? - Viscount Grikmet Grandovalna
When: 7pm, May 21, 2010
I've had two people I had lined up to GM realize they will be unable to GM for this event, and I am in need of at least 2 table GMs, preferably 3. If you have played this event and would like to get a GM credit for it, here's your chance! If we have 3 GMs, there is currently space for at least 10 more players. So grab your friends and make a road trip. Registration as GM and players is handled on the Armored Gopher website:
Paizo event listing:
I would like to start an online Pathfinder campaign set in the Dark Golden Age campaign setting for Pathfinder RPG. We will use MapTool and Skype for our virtual game table and communication. Most likely, game sessions will be on Tuesday evenings from 8pm to 10:30pm CST. The campaign will start at 2nd level with all Core, APG, and bySwarm rules available. The Dark Golden Age is a high fantasy setting but with beastfolk taking the place of the traditional demihuman races. Three years ago, it was the golden age of magic in Gondal. Humans rode about on flying carpets, had golems and animated tools that did the majority of their work. In order to keep the masses from becoming bored, the arcane schools created magical beasts to fight in gladiatorial combat to entertain the people. Owlbears, chimera and more were created in their experiments. Some even ventured into magically crossing human and animal stock, resulting in the beastfolk. All of these creatures were enslaved through the magic of the School of Domination. The danger with this kind of control arrived when magic ceased functioning about three years ago. Imagine a society as dependent on magic as we are on electricity, and then remove that core component. It would be chaos. Since the initial Collapse, some have found new ways to work magic. Some have even managed to make a connection to greater powers in the form of divine magic, something that did not exist before the Collapse. The main objectives for the PCs will depend on the players. If you are interested in joining, leave a comment here including what theme(s) interest you. Some themes could include: Interesting links
Our community - the Swarm - is working hard on creating material for our first product to be published this fall. There is a lot of opportunity for writers, artists and designers to still get involved, so don't wait if you're thinking about taking a stab at contributing to a published product. If something you created makes it into the product, you'll get a share of the revenue from that product. Our first product will be an adventure module in the setting we call the Dark Golden Age. The Dark Golden Age is a fantasy setting where magic reached a point that it was available to anyone - humans traveled on flying carpets and used golems and magically enslaved creatures to do their work. For yet unknown reasons though, magic stopped working three years ago. The world fell into chaos. After a year of research and experimentation, some individuals figured out how they could still use their magical abilities. They also found that magic that was well below ground at the point of Collapse sometimes were unscathed. While the total chaos immediately following the Collapse is over, things are far from stable as magocracies scramble to maintain power, beastfolk seek vegeance with their newfound freedom, and magical beasts rampage the wilderness. Find out more at byswarm.com or have a look at the plans rising up around our first product. Sign in to create or edit a product review. There were two tables of this scenario run at a local games day, and it seemed like it went very differently for each group. Let me describe a couple of the things that I enjoyed about playing it, but also point out a couple of things other folks might not enjoy so much. The gathering information/role-playing bit: Good - You end up investigating several deaths, and there’s a danger that this could feel like doing the same thing over and over again, but the author includes enough details to make it not boring. Each of the deceased is a different and interesting person. There is enough redundancy that you could survive not getting all the clues, but it doesn't feel repetitive talking to different people in different places. Bad - The investigation basically comes down to two skills. I can see how this helps keep things streamlined, and gets the party through the investigation with time for everything else that comes after, but if your party is really good at both those skills, you will roll through the investigation and get all the clues. If your party is lacking in those skills, I’m guessing this could be quite frustrating. The fighting/tactical bit: Good - The fights felt interesting, particularly the one in the tunnels. The group I played with got to use some unusual powers and magic items that don’t necessarily get used in every adventure. I felt like our success was a nice pat on the back for being prepared for a little weirdness. Bad - Apparently the tunnel fight was absolutely brutal at the other table. I’m not sure if any PCs actually died, but they ran away and said, “We’re going home; if we go back in there, we’ll die.” If you are expecting the same old fight where you line the melee types up in front, while the archers and casters rain down pointy and fiery death from long range, you’re going to have to think outside the box. If you are ill prepared, or maybe even just have the wrong mix of characters, then things could go badly here (and maybe even in one of the other fights as well). I enjoyed playing this mod for several reasons: 1. There were interesting characters and interesting settings. There’s a story (and a grade A villain) who have been built up over several previous mods. If you have played them all, you’ll appreciate the details; if you haven’t played them all (I haven’t) then you’re not hopelessly lost and confused. Even the bit players, like Thael, are fun to interact with. 2. I felt like it was a good challenge for high level characters. At my table, there was a great ebb and flow of problems and solutions. Movement restrictions? Oh, this character can fly, this mount can walk on water. Insubstantial opponents? Oh, my weapon has ghost touch, this character has a spell that helps with that. Monsters that can dish out big hurt? We can put out a lot of damage too, eliminate threats, and not keep taking big hurt every round. My only complaint is that there’s a lot here, and I don’t see how anyone’s going to finish it in 4 hours. I played at a 7 player table, which has its own issues, but it also allowed us to put out a lot of damage and burn through some fights that might have taken a small table longer. I think this adventure could going very very differently if you change up the GM, the players at the table, or even the character you bring. I had the good fortune to play at the same table as one of the local venture agents, who was enthusiastic about role-playing, and knew a bunch of the backstory details about Hao Jin and the tapestry. He made the end of the scenario a lot of fun, and worked hard to involve the rest of the table, even those players who were not as talkative or role-play enthusiastic. He, more than the scenario author, or the GM, made my experience playing this adventure 5 stars. On the flip side, I played a barbarian and I did not make a single attack role (partly due to a bad tactical decision on my part with a held action). I enjoyed the game despite this, but if you are the sort of player who wants a minimum quota of hitting things then you might think this is a 2 or 3 star mod. As the previous reviewer said, don't try to run this cold as the GM. Find a group of players who are willing to do a reasonable amount of role-play, and know a bit of the back story about the tapestry. If you bring a character who has some social or knowledge skills, you'll get to roll more dice. If you bring a character who has played at least some of the tapestry related mods, then you'll have more reason to get involved in the role-play. This adventure has the potential to be really cool, but I imagine that it might also be kind of miserable with the wrong sort of table.
Pathfinder Society Scenario #10-12: Breath of the DragonskullPaizo Inc.Our Price: $4.99 Add to CartGood, but not awesomeI thought this was a good, but not awesome adventure. My main issue is that it allows for you to diplomicize your way out of several fights, which I don't necessarily mind, but if you do this repeatedly then the adventure can run very short of the scheduled time. I really enjoyed running this mod, and I think I would have enjoyed playing it also. There are a bunch of interesting characters to role-play, and I had several players who rose to the occasion and interacted with the NPCs in entertaining ways. Here are two things to look out for, which might make your experience less enjoyable than mine . . . 1. The GM needs to be well prepared, and also ready to wing it if the players try some weird things. I ended up with a split party at one point, because half the group wanted to take Tistin to a safe location, and half of them went back to Roderus to report. It took a little bit of GM making stuff up that wasn’t really accounted for in the mod to get them back on track. 2. The fights were not super challenging. This may just have been the party make-up at my table. There was a third level monk taking the front line in low tier, and another PC with the bodyguard feat, so the bad guys ended up missing a lot. Big picture story-wise, I really enjoyed this mod. It felt like a challenge worthy of high level Pathfinders, and it felt like there were opportunities for high level characters to pull out their various cool tricks. The fighters got to fight. The sneakers got to sneak. The knowledge characters got to be knowledgeable. There were two elements that felt slightly frustrating, and those may have been more the fault of our table rather that the module itself. First, the chase scene caused some frustration and took what felt like too much time. With 9th to 11th level characters we players kept throwing out ideas that were not specifically covered in the module. What if I use this spell? Can I get a bonus for using this magic item? The GM was forced to keep ruling on our weird ideas, which slowed things down. A couple players grumbled about the chase mechanics in general. At the very least I think it’s hard to write a chase sequence for high level characters just because they might have access to so many unanticipated options. The second part that was slightly frustrating was the final fight, and it was really because we were victims of our own success. We got the beastie weakened, and positioned right where we wanted. The gnome tried to talk with animals, and when that didn’t get the desired result, we gave it a beat down in about one round. It never felt like any PC was in serious danger. Not everyone is going to have a full table, with a couple of combat capable mounts/companions. Not everyone is going to succeed at all the set up work inside the chapel. I could easily see that fight being harder, but in our case there was a little bit of “Why did we run away from this? We just cleaned its clock!” Overall, I enjoyed it. It did run a little over 5 hours but we did have a full table and I have found that the higher level mods often run longer so I was not shocked at that. There were two things that struck me as being rather unusual about this mod. I wasn’t sure I liked them as I was playing it, but after thinking it over for a couple of days I think they are actually good things. 1. Timing matters. I don’t know all the mechanics (and how much work it is from the GM’s perspective) but there’s a timeline that happens whether the PCs are there or not. The plot does not wait for the heroes to show up at just the right moment. It feels slightly frustrating if you miss catching character X at location Y, but it also feels realistic.
So, if you like the standard heroes ride in, fight three fights, pass some skill checks, and save the day this might feel a little different. Different isn’t necessarily bad. I would repeat the previous reviewers comment that this requires a well prepared GM. There does seem to be some fiddly bookkeeping behind the scenes, though I have not run it myself.
Pathfinder Society Scenario #9-20: Fury of the Final Blade PDFPaizo Inc.Our Price: $4.99 Add to CartYou’re high level - be ready to reach for some of your less commonly used tricksI enjoyed playing this mod but I can see how some of the potential problems that other reviewers describe could easily become trouble. I think the key issue is that it’s a 7-11 mod, so it asks you to accomplish some challenging things, and fight some difficult fights. On the other hand, you have 7-11 level characters, so you should have a pretty diverse collection of tricks to throw at your problems. If you have the right sorts of tricks, then things can go pretty smoothly. If you don’t have the right tricks (or if the one character that has the right trick gets whacked over the head at the wrong moment) then things can be very rough. For example, the one reviewer describes a near TPK. That fight is tough. If you have a couple of characters that are bad at making that kind of save, or have trouble punching through that kind of DR and resistances, then it can be really tough. On the other hand, there’s at least some chance that you can figure out what’s coming, and if you make the right preparations then the fight is significantly easier. It’s going to vary a lot from table to table. Another thing that went a little differently for my party was that we didn’t have a good face character for doing diplomacy and knowledge: local during the information gathering part of the scenario. We did have some magic that helped us with scouting and observing before we rushed into danger. I’m not sure how much to credit flexibility of the scenario vs. flexibility of the GM but we were able to do some amount of making up for what we didn’t have with skills and powers that we did have. I do feel like there were some interesting links to characters from other scenarios (which I like to see) but we missed some of that due to not having a very socially savvy party. I’m actually thinking of using a GM Star to play this again. I felt obliged to play my high level Liberty’s Edge character the first time through. I think playing my Arcane Trickster, who has the social skills we were lacking, would open up the opportunity to try some different tactics and I’m curious to see how different things might go. We’ll see whether or not I come back agreeing with the reviewer who said this scenario is too railroad-y.
Pathfinder Society Scenario #6–13: Of Kirin and Kraken (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartA solid module with some interesting challengesI was a bit discouraged when I saw several of the other reviews describe this as a dungeon crawl, and a bunch of combat. I didn't find it to be that way. In fact one of the things that I liked about this mod is that several of the combats had opportunities where characters with tricks and clever strategies could make the fight a lot easier. I'll spoiler the details just to avoid giving things away . . . Retriveing the Crown Fight:
Two things made this fight a lot easier than it might have been (and we could have been at a serious disadvantage because two of our casters favored electricity damage).
1. The mod gives you the wand of resist energy earlier on. If you can resist electricity damage, then the fight is a lot less scary. 2. An arcane trickster (or any spell caster with mage hand) can pick up the crown without going into the corner of the room. You can't pick up the magic loot, but if you can trigger the fight without a character getting stuck in the corner and taking a beating, then the fight is a lot less scary. Boss Fight:
The water terrain poses an interesting challenge, but players who can deal with it have a lot easier time. We saw spider climbing across the ceiling, potions of touch of the sea, and a necklace of adaptation come into play. They're not items that come into play all the time, but since the briefing warns you about water hazards, it was nice to see proper preparation pay off. This was one part of the final fight, which I think could have been more interesting. Another thing about the Boss Fight:
The party apparently bursts in on the cultists as they are about to do something horrible to their captive. Then a fight breaks out and the captive just lies there, being helpless. If the cultists threw him in the water, or if the squid tried to drag him under, then you have an interesting challenge that is more than just dealing out lots of damage. Or maybe I am just bitter because my character spent several turns trying to save the guy, and I'm not sure he was ever in grave danger.
Pathfinder Society Scenario #6–02: The Silver Mount Collection (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartSolid Mod, Interesting ChallengesI enjoyed running this mod, and I feel like my players were challenged but not overwhelmed. I did tell my three player table to bring the barbarian pre-gen with them so they would have someone with enough damage power to reliably punch through hardness, and I think that helped them somewhat. A potential concern is that it is easy to lose the second prestige point if the PCs don't find out all the relevant information before they go into the last battle. I think that makes for an interesting challenge - you can't just go in and beat the bad guy with as much damage as you can, as quickly as possible. However, if you are the sort of person who expects to get 2PP every adventure then you may feel that this one was taken away from you a little too easily.
Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: Sanctum of the Sages (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartGood mod, but the mythic bits were unnecessaryI enjoyed running this mod. Other people have called it a "dungeon crawl, only outdoors" but I think it has a couple of good role-playing sections in addition to the fighting bits. First of all, there's the potential for some interesting interaction with the two Aspis agents. In my experience, they weren't super hard to defeat, but what do you do with them afterwards? Interesting decision. Second, you get to give your input into shaping the direction that the Scarab Sages will go in the future. Yes, I know that now that Season 6 has begun, there is a defined leader of the Scarab Sages, but it's another interesting decision for the players that's not just "hit it; hit it again." I felt like the mythic powers didn't really add much to this mod, and actually made it kind of easy for the PCs. I have a pretty good opinion of PFS and Paizo, in general, but this felt like a bit of a commercial shill. "Hey look at the cool things you could have if you buy our book! They're so cool we shoved them into a PFS mod, where they don't really belong, but please buy the book anyway." It seems like a lose-lose. Either the players are stressed that they have to learn a bunch of new rules for one game, or if they really like the mythic stuff, then they are sad that they have to give it up at the end of four hours.
Pathfinder Society Scenario #5–99: The Paths We Choose (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartOK, but not a really cool end-of-season spectacularThis module feels like a higher level version of "In Service to Lore" - you get to meet the faction leaders and then go do an assortment of random tasks for them. That works for 1st level characters, and feels a bit weird for a level 3-7 mod. There were some interesting challenges, and a couple of entertaining moments (like my gnome using "Speak with Animals" on the fish, and then realizing that it could talk normally) but there's definitely a lack of over-arching plot, and it certainly doesn't feel like the cool transition between Season 5 and Season 6 mod that I thought it was going to be.
Pathfinder Society Scenario #5–22: Scars of the Third Crusade (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartEntertaining, with an odd investigation mechanicAs people have said before me, this is a pretty talk heavy, and fight light module. It may seem like a module that would be dreadfully boring to play a barbarian - I made one attack (which missed) and a disarm attempt, and I only ever raged so that I could take a bigger swing at the test of strength game - but I actually enjoyed the game. If you are willing to role-play, even when you're not the one with +27 diplomacy, then it can be pretty entertaining. If you have one big ham at the table, the GM will probably need to keep an eye on things and make sure other characters get a chance to do stuff. The thing that felt a bit odd is there is a mechanic where you get randomized rumors/clues. It's kind of realistic because NPC B doesn't know that the NPC A just told you the same thing on the other side of town, but by random chance we got one clue a LOT of times, and it felt like we were missing out on the opportunity to learn other useful information. It turned out we were doing a good job of investigation, and wrapped up the mod successfully in under four hours, but it felt like we were spinning our wheels sometimes.
Pathfinder Society Scenario #2-13: Murder on the Throaty Mermaid (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartLives and Dies with the GMI can totally see why some people are rating this 1 star, and others and singing it's praises. This game is going to look very different depending on who is running it. So much time is spent talking to the various NPCs, so if you have a GM who can really draw out their different personalities, and their interconnections with one another, then it can be a really fun role-playing scenario. If you get a GM who is "You talk to the cook, roll Diplomacy" (or if you are the sort of player who would prefer to just roll the dice instead of playing out a conversation) then it's not going to be nearly so enjoyable. I enjoyed running it (twice, with two different murderers) and I hope it was fun for my players. It's going to vary a lot from table to table.
Pathfinder Society Scenario #3-03: The Ghenett Manor Gauntlet (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartA Good Mix of ActivitiesI felt that this mod was an excellent balance of different adventuring activities. There were enough fights, and challenging, for the combative characters. There were some interesting NPCs to talk to. There were some interesting traps and puzzles to figure out. Each character got to contribute, no one got to hog the spotlight. I probably enjoyed it particularly since it was the first mod I played after leveling my character into Arcane Trickster, and I felt like I got to use some of my cool new powers right away. If you don't have some sort of roguish, trap-finding character in the party, then you might have a significantly different experience.
Pathfinder Society Scenario #5–25: Vengeance at Sundered Crag (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartVery Long (Perhaps the Party's Fault)When I played this at the local games day, it ran very long and we ran into trouble with the venue trying to close up and shoo us out before we were truly done. I think this is partly due to a weird party make-up - lots of characters with goofy tricks, and not so many that could just pound out large amounts of damage. We were never really in danger of losing, but it took us a long time to grind through the main two fights (and the DM basically wrapped up with last fight with "You'd win this fight if we had another hour, but we need to finish before they lock up for the night"). The writer can't anticipate every combination of players and characters that are going to run through a module. I know other reviewers say they big damage dealing parties rolled the fights. However, I think this is an easy problem to fall into in high level play. It is HARD to write a good, tight 7-11 mod that fits nicely into four hours, but I don't think this one does. I did enjoy the fact that this built on several previous mods, and served to wrap up a couple of story lines. The character I was playing had previously met Tancred (at the Blackros Matrimony) and at least one other character had played Traitor's Lodge. It was satisfying to see both BBEGs get their comeuppance.
Pathfinder Society Scenario #5–04: The Stolen Heir (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartGood Story, OK FightsThe strength of this mod is in the story, and the interesting moral dilemma posed to the PCs. There were several tables run at GASPCon this past weekend, and from talking to other players it seems like different groups made very different decisions at the end of the mod. I won't say too much more for fear of revealing important plot details. The fights seemed to be there primarily to space out the talking and investigating. They weren't bad, but they're not the part of the mod that I will remember and talk about later. I felt like the fight with the wolves was particularly random, a "we need one more fight in this mod" sort of fight.
Pathfinder Society Scenario #5–03: The Hellknight's Feast (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartExpect Table VariationIt is hard to give this mod a specific star rating because it will vary so much from table to table. I would rate the table I played at 5 stars, but I could see it going horribly wrong with a group of players who were not expecting this kind of scenario, or a GM that was not well prepared. I suppose that is true for all mods, but it particularly true for this one. The players need to know what they are getting into. To his credit, the writer of the mod seems to have made an effort not to make all the social rolls come down to seventeen Diplomacy checks, but you still need some talky characters to make this work. The group I played with had the skills pretty well covered, but still ran into a wall by missing one . . .
Spoiler:
Knowledge: Geography We also nearly got dangerously derailed by a barbarian who wanted to take his animal companion into the party. It's a fancy dinner - dinosaurs not invited! You need to get player buy in that this is not your typical dungeon crawl, where you can bash heads and throw around fireballs indiscriminately. I like this kind of game, but it's not everyone's idea of a good time. The GM needs to be well prepared to make this game work. This is not a game you can say, in the middle of a con, we need one more table and just shove the mod into the GMs hand and expect things to run smoothly. It's all about knowing the different NPCs' personalities and how they interact with each other, and that takes some study ahead of time. It also helps if you have a DM who is comfortable ad libbing NPCs who are not fully fleshed out just in case the PCs decide they need to talk to the pastry chef, or assistant butler #3. I thought our GM did a great job with this, and it made the mod very entertaining, but again it's something that is going to vary from table to table. So, in short, I loved playing this mod but I can understand why some people are giving it 2 stars and some people are giving it 5. |
