![]() Sign in to create or edit a product review. This scenario had a lot of balance of combat, skill challenges, and RP, as well as lots of scenery and interesting places. I feel overall it's a simple-to-understand scenario, but that's not always a bad thing! (I will say that I have seen a theme of a lot of wilderness/outdoors adventures in the early scenarios, though) I actually really liked this scenario. It was simple and a slugfest, but it allowed me to really test out the combat of the new system and get a feel for how it all works. Things were well thought out and interesting. It's a little too simple for my tastes with very little story and RP elements to speak of (with is what knocked off a star), but I still enjoyed it quite a bit. It's fun to sometimes get a combat-heavy scenario! This scenario was great fun. I would say I had tons of fun in the beginning and middle parts of the scenario. I do like there's a scenario where tons of skills come into play, although the skill section dragged a little. I would say that is a very minor criticism though... I'd love more sections like that. The reason for the 3 stars is that it's too difficult. I don't think such an early scenario in the life of a new system should be this difficult. That's what knocked 2 stars off of this. Probably the best early scenario for PFS2! Had lots of RP, lots of combat, and a good mix of skills. Great atmosphere as well, and I loved the mystery aspect to the scenario. Prime example of a good early scenario! ![]() Starfinder Society Scenario #1-38: The Many Minds of HistoriaPaizo Inc.![]() Our Price: $8.99 Add to CartFantastic Scenario![]() ![]() ![]() ![]() ![]() Great Scenario, play it! I'm very tolerant of scenarios, but the gimmick of this scenario is one of the worst, most tedious, and most un-fun experiences I have ever had. More Review:
I think our GM was being a little nice here but I think a gimmick like this should never be attempted again. Basically it boiled down to running around trying to get away, which made the scenario long and drawn out. It was literally running away from the thing while we got stuff, and trying to spend time to hack things that took way too long to hack. We don't really even get to play our characters outside of having a computer or good strength. And everything takes so long to do, which draws it out even more.
Please, please never do something like this again. ![]() Pathfinder Society Scenario #9-07: Salvation of the Sages PDFPaizo Inc.![]() Our Price: $4.99 Add to CartAmazing - The best scenario thus far![]() ![]() ![]() ![]() ![]() This scenario is incredibly epic. Epic storyline, awesome NPCs, epic battles, great RP opportunities, all wrapped up into one scenario. The story is easy for the players to understand while still being amazing, and I can't rave enough about the battles here. Plus there's tons for skillful characters to do as well! This is truly worthy of being a 7-11 scenario. ![]() Pathfinder Society Scenario #7–27: Beyond Azlant Ridge (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartNot Fun![]() ![]() ![]() ![]() ![]() No spoilers, but the final battle of this scenario is simply not fun for the party. ![]() Pathfinder Society Scenario #8-06: Reaping What We Sow (PFRPG) PDFPaizo Inc.![]() Our Price: $4.99 Add to CartGood scenario but combat falls flat![]() ![]() ![]() ![]() ![]() This scenario is a good scenario. Reaping What We Sow:
Lots of things can happen and player choices can cause the course of the scenario to take a turn. Very sandbox, and a lot of the events don't even play out if the party goes about the scenario a certain way. This scenario is also great for Halloween with all the Pumpkins. Unfortunately, the combats are so easy that I just can't give it 5 stars. Every combat I ran in this was over in 1 or 2 rounds. The only reason anyone came close to injured was a crit, but then they were quickly out of danger again. ![]() Pathfinder Society Scenario #8-07: From the Tome of Righteous Repose (PFRPG) PDFPaizo Inc.![]() Our Price: $4.99 Add to CartBest Evergreen![]() ![]() ![]() ![]() ![]() OK, this is far and away the best evergreen out there, and there's a big astounding reason why: it really and truly embraces of what makes an evergreen an evergreen. Huge amount of replayability and a unique experience every time on the GM's end. From the Tome of Righteous Repose:
As well, with so much freedom on the GM, it's an enjoyable experience creating your own unique dungeons. I've already made a "ready to go" version in case I need to pull it out and run it. Thinking about making some more so I can pull out a different theme if I'm feeling like it that day.
The fact that the GM can basically build a dungeon within the confines of the scenario and have it be an appropriate challenge while being able to create reasons for why certain monsters are in certain places is just awesome. If I had one criticism, I believe it may be a little too challenging on the players for an evergreen. But even so, it might be just a tad. Overall, great scenario and well written. ![]() Pathfinder Society Scenario #8-04: Wardens of Sulfur Gulch (PFRPG) PDFPaizo Inc.![]() Our Price: $4.99 Add to CartAmazing Scenario![]() ![]() ![]() ![]() ![]() OK, this scenario is plain awesome. Great use of technology and a work-around to make it not annoying, usage of 2 different relatively unused rulesets used in tandam with each other to create great effect, an understandable story that actually gets relayed to the players, well designed encounters, unique and interesting flavor, wonderful and flavorful NPCs, and lots of usage of both combat abilities and skills to boot. This scenario has it all! ![]() Pathfinder Society Scenario #8-03: Captives of Toil (PFRPG) PDFPaizo Inc.![]() Our Price: $4.99 Add to CartExtremely Well-Written Scenario![]() ![]() ![]() ![]() ![]() There's one thing I like about this scenario above all else: Lots of decisions, and every decision made has a consequence of some kind. There's also lots of contingencies that account for a high level party. That's the sign of good writing. This scenario is awesome. It's easy to prep, easy to understand (on both the GM and players), straightforward but unique story, and challenging all in one scenario. It has epic moments, unique moments, and plenty of room for roleplaying without railroading it. ![]() Pathfinder Society Scenario #7–11: Ancients' Anguish (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartFantastic Adventure![]() ![]() ![]() ![]() ![]() This adventure really was the perfect mix of everything you want in an adventure. A great mix of skills, role-play, story, group decisions, and combat all wrapped into one scenario, as well as all of those elements being high-quality. ***Spoilers below*** Skills:
The first skill challenge was the chase. I'm a huge fan of chases, and this one had real consequences for failure. I feel the DCs were just about right for the party. Having GMed this twice, I had one party fail once and another not fail at all, but oftentimes it was by the skin of their teeth.
The second skill challenge, I have to say Thank you author/developers for giving the players all the rules on that handout. I feel I need to say it again, so: Thank you author/developers for giving the players all the rules on that handout. It made things go a lot more smoothly, and both of my parties had a great time. One party got finished with a couple minutes left and ended up facing an epic battle with all the wall crumbling around them (Did I mention it was epic? Because it was really epic...had a fantastic "Oh crap, we're out of time" feel to it). The other got done handily with plenty of time to spare. Great ruleset too I have to admit. Both parties I had enjoyed it greatly. Story:
Excellent. The encounter with the scorpions was fun, and the decision to be made at the end was excellent. Both parties opted to save him, btw, even though one had much turmoil about it. Combat:
Fantastic. It is excellent to see that there are environmental effects coming into play as well as not just having one BBEG each fight that fails one save and gets shut down before it can even act. It's also good to have a variety of monsters instead of similar monsters throughout. And all of the monsters made perfect sense in the context of the scenario (Props for the contingency for the object, btw). Challenging and fun, it was a great time for everyone. ![]() Pathfinder Society Scenario #5–24: Assault on the Wound (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartOne of the Best Scenarios I've GMed![]() ![]() ![]() ![]() ![]() To start off, let me first say that this was run at a gameday, not at a convention. I spent hours beforehand researching the mass combat rules and making sure I got every nuance right. I also went through a mock speech before the gameday to make sure I could explain it in the timeframe, even if our timeframe was generous at 5.5 hours (we still spent the entire time). I also printed out materials beforehand and drew the map on the hex grid side of my mat big enough so that everyone could fit their minis in the hexes. I PMed all the players at my tables with information beforehand telling them what they were getting into with this scenario. So yes, there was a lot of preparation put into this scenario. Also, all the players at my table had played wargames...I was the exception! With all that said, it was probably one of my favorite tables I've ever ran. Some Slight Spoilers Within:
I read the intro first (which was quite long), and after that I got through the rules in about 25 minutes, and the players spent about 20 minutes of time figuring out what armies they wanted. Knowing exactly how the rules worked was very key to our enjoyment, and having the armies each have their own sheet was also key. They did well in both skirmishes, not having a single army fall (although they were close on the second skirmish). In fact, I think the mass combat portion of the scenario was their favorite part, and mine as well! Granted, it's not something I would want to do in every scenario, but the small taste of having it in half of one scenario was fantastic.
The troop combat was interesting. I'm not the biggest fan of it, but for this scenario it worked. I do think that the combat is slightly overpowered, although the party I had prevailed at the high tier through creative uses of spells and abilities. The final battle was also climatic...no real complaints here. The class that the commander had was very fitting for the tiering of the scenario. Probably the thing I love most about this scenario is the sense of scale. You start off with armies, then go to troops, and then the commander. This really added to the epic feel of the scenario, and really felt like you were really making a difference in the fight for advancement in the Worldwound. I think this scenario would probably be much less fun with a party who is not open to trying new things, or probably more likely a GM who isn't willing to put in the extra work this scenario requires. It does require a lot of preparation, but in the end I feel the scenario is worth it. ![]() Pathfinder Society Scenario #4–26: The Waking Rune (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartUnbalanced![]() ![]() ![]() ![]() ![]() First, let me start off by saying that my group played normal mode at 7-8. Everyone at the table had a great time, and this conclusion to a season was epic. That being said, even as a player, I could tell this scenario is incredibly unbalanced and really shouldn't be part of the normal scenario line...this is stuff that should remain in the likes of Bonekeep that outright advertise their deadliness. Why am I saying this if I had such a great time? That's because my GM was very good and fair in this scenario. If he wanted to, because of the imbalance, he could have simply ended the scenario in a TPK. This is not something we need to condone in PFS. Having inappropriate CRs that "try" to scale like this simply doesn't work as intended, and malicious GMs can have as much of a bloodbath as they want to where the players could do basically nothing about it. And this is on normal mode! People could say "You play this one for the challenge." But where's the fun if the BBEG, when played to the best of his ability, could TPK the party instantly but instead holds back? Edit:
Waking Rune:
The trap is one of the best traps I've ever seen. Usually, a trap is "you take damage, you heal up, the end," but this trap there needs to be more of. It has consequences which matter a lot more than just out-of-combat damage.
The rune portion of this scenario was lots of fun. It ties into why I hate the scenario in the end, but the way it was presented was a fun little interlude. ![]() Pathfinder Society Scenario #3-02: Sewer Dragons of Absalom (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartA terrific adventure![]() ![]() ![]() ![]() ![]() I have to say, this is probably one of my favorite scenarios ever made. It has everything you could want. Great RP opportunity without too much of it, interesting characters, intelligent enemies with appropriate encounters for their intelligence, and challenging battles. The setting is awesome and the story is well thought out. I have played this once and GMed it twice now, and I would be willing to GM it ten more times. I love it! ![]() Pathfinder Module: Curse of the Riven Sky (PFRPG)Paizo Inc.![]() Add PDF $19.99 Add Print Edition $13.99 Non-Mint Unavailable A Shining Example of a Combat Module![]() ![]() ![]() ![]() ![]() This is a very combat-heavy scenario, just as a warning to those who wanted it. That being said, it is incredibly well done, challenging, and keeps things interesting by not repeating encounters over and over again. It is deserving of "epic" descriptor in all senses of the word. Module Details:
This was probably the most satisfying slugfest scenario I had ever played. Giants? That just made us truly feel like we were level 10 characters taking on the world.
There were times where it was tense, there were times where we did awesome, but all in all I never felt a battle was too easy or too hard, just the right amount of difficulty, although the party I played it with was very organized. I also loved the fact that every character in there had a motivation. It wasn't just random slaughter. The setting was excellent, especially in the beginning. A giant sky castle with a cloud giant? Sign me up! It was expertly woven into the combats, with certain battle having enemies using the unique terrain to their advantage. Although there were a lot of giants, there were many different builds of the giants, situations, terrain, and different races of giants that combat felt varied and interesting. And it wasn't like giants are the only thing in this scenario. I must say, the very beginning of this module is something I really enjoyed...the interaction with the market and the setting presented were pretty fun to play around with, plus trying to figure out what to do. But as soon as we got passed that (which took us about an hour and a half), the entire module took a nosedive for the worst. Module Details:
It turns into a sewer dungeon crawl, with uninspiring, repetitive terrain and typical monsters you see in sewers, for really no apparent reason at all. I didn't feel like I was infiltrating something as much as just beating some things down. Then after that, it was cultist after cultist, feeling like it was just fluff to add time fighting the same things over and over again. I have nothing against dungeon crawls, but it gets old quick if there's nothing there to keep it interesting. Then, of course, the person who joins you does the inevitable like every single NPC that ever travels with the PCs. On a side note, I also felt the module was a tad easy and a bit too strenuous on casters with spells per day, but you know how that goes... It just felt like a bunch of cliches, random monster tables pulled from other sewer adventures, typical hidden cultist storyline, and then ending with demons, and they were just slapped together and called a module. First of all, I would like to say that I really don't like this module as a 1-5. The fact that new players are very likely to play the scenario is not something I like. When I played this, we had several venture officers in the group and had a marvelous time, I would have rated this 5 stars based on that experience. When I ran it, It was for 3 newer players and 3 other players who hate puzzles. The entire table hated it. Scenario Details:
I like the idea of a combat-lite, RP-heavy scenario, but the puzzle mechanic was a little too much. First of all, the clues are written in hand-writing, which is very hard to read for some of the players, and even those with the best eye-sight had trouble. When I ran it, since being able to read each letter was key, it turned into a nightmare because several letters were wrong as it was being deciphered. As well, some of them were proper names that there was no way they could have known whether it was correct. Those who are new to the game don't know of the lore of Golarion, and aren't ingrained into the story of season 4, and therefore really don't care about the events happening in the story of this one. I would give any GM a warning about running this. If your party doesn't like puzzles and doesn't know much about the lore of Golarion, then don't run this. It's just not worth it. However, if you have veteran PFS players who know about Golarion lore and care about the story, then absolutely run this one, as your table will have a blast. |