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Organized Play Member. 454 posts (2,902 including aliases). 102 reviews. 1 list. 1 wishlist. 39 Organized Play characters. 6 aliases.



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fun but problematic

4/5

The low tiers are too easy, and the high tier combats are okay but the other mechanic is insane.


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don't waste your time

1/5

A truly godawful followup to a fairly decent start.


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not too shabby

5/5

Fun NPCs with interesting quirks (Frost's strong point, I think we can all agree (*cough*Miss Feathers*cough*)), decent combats, a good mix of roleplaying and fighting ... on the whole an ideal scenario.


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goofy fun

5/5

The combats in this scenario are kind of dumb, but on the whole it's a good, silly time, provided you play it right. As long as the GM makes the one thing amusing, everyone should have a good time.


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forgettable

1/5

Forgettable ... literally. I've both played and run it and I barely remember it. Not worth the time.


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good stuff

4/5

I like the tower defense aspect. Waaaaaay too easy, though.


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crap

1/5

This is an important transition from #1 to #3. On its own, though, it's crap. It runs in about an hour, there's a series of random events that have nothing to do with anything, and the plot is only relevant if it's getting you from A to B. The series would be better served with a quick travel montage.


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not bad, not bad

4/5

Varied encounters, no NPC interactions. Awesome boss fight. Overall A-.


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mehhhh

2/5

Yeah, it has some of everything, but it's not anything interesting.


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mixed bag

4/5

This is all from a PFS perspective. YMMV.

Accursed Halls: Good stuff. Deadly as hell, though.
Forgotten Laboratory: Quite fun, given the right group of people.
Enigma Vaults: Brutal, but interesting.
Sanctum of a Lost Age: Fascinating, awesome, quality.

But then ...
Dark Menagerie: Ed Greenwood is kind of a big name, so it was a bit of a coup for Paizo to get him in on this Kickstarter event. Unfortunately, Mr. Greenwood's writing style seems to come down to this: He dropped his Bestiary on the ground and used whatever monster it opened to, repeated a few times, and called it a dungeon. The fact that it's a wizard's menagerie is the only thing that gives this a theme at all, and it's a tacked-on excuse to fight a bunch of different monsters with no storyline whatsoever. At one point there are four large creatures in a 4x10 room, which means they can move not at all. At another there are six creatures whose tactics are to use strength checks to knock over scenery but they all have strength scores of six. Even the box text is crap--I realized as I ran this the other day that he recycled lines, not just in style, but in the cut-and-paste sense. I was embarrassed on Mr. Greenwood's behalf.

So, overall, good stuff. Four out of five stars for four out of five dungeons. PFS players, go for it! Just skip Dark Menagerie.


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what

1/5

I don't even.

This mod makes it possible for a TPK to happen on the first action of the first round of the first combat.

What?


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waste of money

1/5

These are essentially useless unless you already own a Bestiary set, or feel like shelling out another 20-odd dollars for bases.


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meh

2/5

I was a devoted reader of game fiction back in the day, but I haven't read any since ... oh, since about 3.0. This was my first serious foray into Pathfinder fiction, and if it's indicative of the genre, I don't know if I'll bother with more. I should note that I read it primarily because the Rise of the Runelords campaign books recommended it for background on Magnimar, and in that respect it's not terrible.

As a novel, though, it wasn't ... great. Or "good," really. Mediocre might be the best I could say about it. Chekov's gun (well, Chekov's NPC) was a constant reality, and the shocking surprise revelation was obvious, quite literally, the very first time it was even mentioned in passing, which was about 200 pages before the actual reveal. (Actually, at the time, I was hoping it wasn't obvious, because the obvious was just so cliché, but by the time the reveal rolled around it had become pretty clear that the cliche was the best I could expect.)

The narrative structure was hamfisted, to say the least, and if the author has ever so much as heard the adage "show, don't tell," it was not obvious from this work.

If you are looking for background on Magnimar, and you don't mind reading 400 pages of schlock to get a few useful points, I would advise getting this book from a library or a friend. That minor use is the only reason I am giving it two stars instead of just one.

I would not, under any circumstances, advise paying money for this.


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mixed feelings

3/5

When I played this, I was using the 7th level pregen ninja who has a whopping 35 hit points, don't even get me started, the point is I died horribly in the first combat. Bleh.

On the other hand, as a GM, it was kind of fun, if somewhat distressing to watch a pair of maguses (magi?) rip through everything in sight. The boss fight was fun, though, because it didn't end with two d20 rolls like everything else; at high tier that sucker is nothing to sneeze at.

Overall it was okay. Better than some, but not making a top ten list any time soon.


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amusing and interesting

5/5

I like this because it's not the same old same old. It's different, it's interesting, it allows for the party to screw up in a variety of ways, and there's some really amusing moments. I dig it.


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meh

3/5

Standard dungeon crawl hack & slash, little to no roleplay except for the one encounter which I admit was pretty hilarious. They can't all be winners, and it didn't suck, it's just not one I'd recommend over so many good ones, y'know?


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fun and different

5/5

I approve.


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great stuff

5/5

I had a blast with this. It is so not your typical PFS scenario.


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KAIJU BATTLE

5/5

I have not run this--I have only played it--but oh man was it fun.


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not bad

4/5

Player review:
I really enjoy Tapestry scenarios but this one was kind of disappointing. First, there's no explanation for why we're in a swamp when we should be in a desert, which is definitely not in keeping with the rest of the Tapestry experience. Second, there was a pretty interesting puzzle in the middle that involved a lot of go-round ... but I realized we were overthinking it when I remembered we were playing a PFS scenario. The solution was obvious to the point of banality. On the whole I am unimpressed.

GM review:
I'm bumping it from 2 to 4 stars now that I've run it. It's fun if the party doesn't try to take it seriously. And now that I've done some more Tapestry scenarios I'm not sure why I originally thought there would be reasoning for appearing in a swamp; the whole point of the Tapestry seems to be screwing with expectations. Anyway, I can recommend this ... but not its sequel.


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awesome

5/5

This was a lot of fun. I can see how it would be frustrating if you try to take it seriously, but we just went at it in the most absurd way possible and had a blast.


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such potential

2/5

Played this at VC-run minicon recently.

Look, here's the thing: The beginning part was fun. Morally questionable, but fun. We did a lot of different tasks, and it was interesting to work around our strange little party composition (we were playing Tier 1-2).

The trouble is

Spoiler:
after the auction, you've done all that work, and yoink! No key for you and absolutely nothing you can do to stop it except go through chase mechanics which aren't terribly well balanced oh and things keep spawning because "special" has apparently become "video game set to hardest mode."

Feh.

Also, multiple tables all seemed to be doing the same thing. How does that even work? C'mon.


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meatgrinder

1/5

Miserably brutal. Pointlessly difficult, no roleplaying whatsoever. Just impossible combat after impossible combat. I'd rather shoot myself in the foot with a nail gun.


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party composition makes all the difference

3/5

I think this might be more interesting with a party that was challenged by it. See, the thing is, if you have a

Spoiler:
oracle of bones
with you, the whole thing is just laughably easy. It was funny, and all, but certainly not difficult.


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not bad

3/5

Interesting, but not very well paced. Felt like a bottle episode with a random cutaway to cover all the exposition.


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