![]() Sign in to create or edit a product review. ![]() Pathfinder Flip-Mat: The Enmity CyclePaizo Inc.![]() Add Print Edition $16.99 Add Download $9.99 Non-Mint Unavailable map isn't scaled correctly![]() ![]() ![]() ![]() ![]() one side of the map isn't scaled correctly and cut off a large portion of the map ![]() Pathfinder Society Scenario #3-21: The Temple of Empyreal Enlightenment (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to Cartso much fun to run![]() ![]() ![]() ![]() ![]() this is one of my favourite PFS scenarios to run. I love the religious aspect of it, the NPCs are great, and it's so easy to keep the players off-kilter. secret rolls, delayed onset effects, and nefarious unintentional heresies that come back to haunt the party later. it's a work of absolute beauty! ![]() Pathfinder Society Scenario #4–01: Rise of the Goblin Guild (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to Cartchallenging scenario with a memorable NPC![]() ![]() ![]() ![]() ![]() this was the first scenario I ever played at a paizocon, and we nearly TPK'd a couple times, playing up when we were borderline. it's definitely challenging, but it's also wonderful fun. the mini-boss fight is epic, and a good GM can make it truly memorable. the main antagonist NPC is a ton of fun to play for the GM, you can really get creative with her and throw a few spanners in the plans of the PCs. she's quirky and challenging for the party to deal with. ![]() Pathfinder Society Scenario #3-01: The Frostfur Captives (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to Cartwho doesn't love goblins?![]() ![]() ![]() ![]() ![]() if you love goblins, this scenario is even more fun to run than it is to play. you get a whole gaggle of them, it's basically like playing we be goblins with a group of regular pathfinders as babysitters. the shenanigans you can pull with these gobbos is limited only by your imagination. I've run it several times, and every time the players have come up with novel solutions. fluffing backstory for the goblins (the only thing lacking from this scenario, in my opinion) allows you to get as creative as you want, and can make this truly memorable for the players. ![]() Pathfinder Society Scenario #5–09: The Traitor’s Lodge (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to Cartfabulous NPC, very fun to roleplay![]() ![]() ![]() ![]() ![]() I really enjoyed running this scenario, almost solely because of a single NPC (you'll know her when you see her). the scenario is written in such a way that really brings her to life in a creepy and entertaining way. overall it's still challenging and well written, but the NPC just seals it for me. ![]() Pathfinder Society Scenario #6–10: The Wounded Wisp (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to Cartexcellent introduction![]() ![]() ![]() ![]() ![]() I ran this Saturday and plan to run it again tomorrow night. there are some great variables that will keep thing scenario fresh much longer than The Confirmation, though this does make GMing it slightly more difficult. I loved the story, the fluff and how so many of the NPCs preach the tenets of the Society. I used several of them to make an example of a regular player who goes full murderhobo every scenario. it's great to have a scenario that promotes investigation and diplomacy over murder. the only downside I encountered was my group Saturday wasn't very roleplay heavy, so we finished this is just over two hours. had I know it was going to run so short, I would have brought the Confirmation along with me as well. I put the shortness partially on me, as I could have coaxed a bit more out of them. the combats weren't too tough for new characters, even playing the high tier was relatively easy. it's great to see recurring NPCs, especially Dreng, who is the best VC to run in my opinion. I'm looking forward to running this many times. great job, Thursty! ![]() Pathfinder Society Scenario #6–06: Hall of the Flesh Eaters (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to Cartreally unbalanced scenario![]() ![]() ![]() ![]() ![]() I decided to playtest a new mesmerist for this, as it was the first 1-5 I've been able to play in since the playtest began. that was a mistake. social and mental characters will find themselves absolutely useless in this scenario. a lot of it I can understand, but the first encounter seemed to be needlessly mean-spirited towards non-combat characters. between immunities and inability to communicate, it rendered the psychic characters useless. I know that not every scenario is going to be built for every class of character, but usually there's *something* an ill-suited character could contribute. that wasn't the case for this, which was disappointing, because this scenario had a lot of great fluff.
About Michael Weiss, "Renegade"Advances:
5: Smarts from d8 to d10 Rank: Novice
Strength: d6 (d12+3)
Parry: 4 (6)
Edges: Arcane Background (Super Powers), Power Points (Novice), Mechanical Genius Hindrances: Bloodthirsty (M), Stubborn (m), Vengeful (M), Heartless (m) Skills:
Combat:
Powers (20 PP Total):
Renegade Armor (All powers below tied to a device.)
Gear:
Descripion:
Michael Weiss is a weasely looking man that stands 5'7" tall, and weighs about 180 lbs. He has black hair and brown eyes, and a nose that is just slightly too big for his face. Background:
Michael Weiss was a flunky. Nightjack, his boss, kept Michael busy making nifty devices for him, as well as scouring the networks and recovered databases he returned with for future targets and "business ventures." He is good with computers and technology, and with enough time can build just about anything.
That is, until the day that he managed to "procure" a suit of Praetorian Class armor. Praetorians were a short lived experimental project started by the Star City Police to help deal with Super Villains, prior to the creation of SOCorp. During an attempt to knock off an armored car, his master, a short sighted powerhouse named Nightjack, captured a member of their team and brought him back to his lair to determine what the task force new about him. He tasked Michael to begin studying the armor. Instead, Michael repaired and upgraded the armor with some of his own designs, tired of the way he had been treated here. When it was complete, he took Nightjack by surprise and obliterated him. None of the nonsense of "taking prisoners" or "gloating." He simply blasted him in the face before he could react. Since then, having taken on the moniker of Renegade, he has also become quite a powerhouse in combat, though most of it is thanks to the armor and the alterations he has made to it himself. Ever since Renegade came onto the scene, his primary focus has been uncovering data and tech to upgrade his own source of power, and he will go to great lengths to get it. When the heroes all decided to go have their "party" with the aliens, he felt this was a prime time to make a move on an upgraded sensory module for his armor. He attacked the warehouse of the Star City Police, and managed to overwhelm the guards with little effort. He had just gotten back outside of the building when news came in over his earpiece of what happened at the party. He took that as his cue to depart. Renegade spent a year "underground," living in secret and trying to avoid being noticed by the V'sori. However, he had had a taste of the limelight, and couldn't resist his urge to continue working with the armor. He eventually made a move against a V'sori drone that had been sniffing around too close to his hideout, eager to study some of the alien tech. It got the attention of Dr. Destruction, who immediately set about recruiting him in his usual overhanded way. Realizing that he didn't really have any options, he agreed to work with the rebel movement and joined up with a cell calling themselves "The Dark Legion." Their ambition ultimately got nearly the entire cell killed, save for Renegade and Profit, a man capable of turning invisible as well as unleashing powerful energy blasts from his hands. Renegade managed to make it back to base, and for several days now has been awaiting reassignment from Dr. Destruction. |