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Push over of the Fiend is more accurate

2/5

Spoiler Alert

Do not look down below unless you want to know more than a player should know of this module.

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Comments below are intended for the GM only and deal with issues regarding the changes made from 3.5 for which this mod was written and Pathfinder rules which made changes to the system.
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First, the good part. If you are dealing with a high level party i.e. 11th level characters the first encounter can be fun. You can make it quite challenging if they attempt to climb the column instead of D-Dooring to the top to save spells.

Second, I did not like the fact that I had to come up with my own area maps for three of the encounters. I am pretty busy to be doing that.

The encounter with the fighter and his scrubs at the slave camp is pretty useless. Two higher level melee types can end him quickly. He was not given any appropriate equipment for an NPC of his level. Too easy. No challenge.

The mine cart chase never happened. 11th level mage stopped it immediately. They had fun with some new spells from the APG.

Moorlocks and Golem. The moorlocks AC was too low. Not much challenge once the pcs got in close. 11th level tank with adamantine weapon and haste reduced golem to rubble in one round. If the moorlocks stayed away, two mages picked them off with fire, empowered magic missiles, arc lightning.

Finally, the GM must do something to allow the cleric in the last encounter to get his silence spell off. The change from a Standard Action in 3.5 to a Full Round Casting in Pathfinder means that the PCs can pump him full of Arrows, Dim Door in and beat him with weapons, or Empower Magic Missile him before he can complete the spell. This makes that concentration check impossible. And, since his ENTIRE ARSENAL OF SPELLS consists of Silenced this and that, he becomes ineffective immediately. Again, these comments are for the gm who is running at the higher tiers.

A final word. If you are running this game at any level, I would rework the NPCs and give them level appropriate magic items, improve their ACs, and try and provide the Cleric at the end of the module a chance to get a few spells off before he is killed.

This module is too much work for a DM to run when newer modules geared for the Pathfinder rules are available.


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#37: The Beggar's Pearl

3/5

This module has some interesting options for role play. But, as I have stated in another review, I am used to playing with serious gamers who know how to build tough characters. In the final battle, two of the party went off by the themselves to confront the evil mastermind. One of the PC's armor class was so high that only a natural 20 by most of the minions would hit him. The rogue/cleric/wizard who went with him was a bit to cocky and almost died as a result. However, if the full party had stayed together, the main evil mastermind would not have lasted long enough to be a threat. I have found that I have to beef up the encounters to really provide much of a challenge.


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Scenario #43: The Pallid Plague

3/5

The concept was good. The setting and flavor of the story was good. The problem with this scenario is that while the main bad guy in the final scene has some punch, most of the monsters or enemy cannot stand up to a party of PCs built by serious and experienced gamers. I ran this module for a party of 5 with a cleric playing up from 4th level with two fighters at 6th and 7th level and a 7th level wizard. These PCs were all designed by experienced RPGA players. They were never really challenged. The plague zombie dire bears were useful in infecting them but none of the creatures that they faced after the first encounter were that much of a threat. I have found that I have to increase the abilities of the minions to make them a serious speed bump in the way of the PCs in most cases.