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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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so-so

3/5

This was an okay scenario but the dungeon layout left something to be desired--the optional encounter was avoided by seeing it a mile away and going "nah, let's skip that." Also the BBEG was kind of a lame encounter.


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Blackros shenanigans

4/5

My characters hate that museum, but I adore it. This was a great scenario, not least because it tends to keep you guessing. Enjoyed playing it, looking forward to running it.


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delightful

3/5

This is an absolutely fantastic scenario; one of my favorites so far. It's slow-building, and roleplay intensive, which can turn off a lot of Society players, but this is just FUN. The absolute confusion, especially if characters don't have certain knowledges, is just a treat. The final fight is horribly gruesome, and brutally demoralizing--everything I could want in a BBEG.

... of course, I'm speaking as a GM. As a player I probably would have hated it. ;p

Edit 6/16/14: I ran this at high tier this weekend and WHAT is going on ON with that crypt encounter? Who called that a CR3? That's insane! If that's a known issue, it needs to be fixed in the download, not just posted somewhere that people aren't going to see it. I have to adjust my rating from 5 stars to 3 because of how blatantly awful that is.


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perfection

5/5

This module is perfect. There's no other word for it. I just flat-out adore it.


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tedious might be too strong a word

2/5

I would say this is a good introduction to some of the less interesting PFS scenarios, but I don't know if that's a good thing. The travel is boring and arbitrary, and takes up way too much time. On the other hand, the final encounter is at least somewhat interesting. On the whole, I'm going to probably run just the first two scenarios from this series in the future.


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good sequel

4/5

Once new players have gotten through First Steps 1, this is a great introductory dungeon crawl. There are random encounters that make sense for the dungeon, and non-lethal but interesting traps, and then the overall dungeon quest works out well. Plus, more moral ambiguity! Good stuff.


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a good intro

4/5

This particular scenario is a really great intro to new players. The individual errands are a little disconnected, but they show off the various ways that players will need to problem-solve, have some minor combat, and most importantly, introduce the moral ambiguity that will be a common feature in subsequent missions.

Seriously, though, with veteran players you can do this sucker in 45 minutes. Be warned.


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BBEG FTW

5/5

I felt like everything prior to the boss fight was kind of lame, but man alive, what a fantastic boss fight. That required a lot of strategy and some seriously hard work. I adored it.


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not bad

2/5

Fairly boring. Combat, largely uninteresting, and proof that a specific archetype is essentially useless in PFS. Good for a very quick run, if that's your goal.


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fantastic fun

5/5

Brutal. Seriously brutal. But amazingly fun. I don't know what else to say about it, except that you'd better bring your "A" game. They don't screw around.


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garbage

1/5

Poorly thought-out progression, encounters that make NO sense, a map that's a massive pain to draw, and the whole thing took 90 minutes. What the crap? Garbage.


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mm. yes.

5/5

Deadly fun. My favorite scenario to GM. Not because I'm mean--I always give fair warning--but because it's just great to see the looks on their faces. This is a BBEG worthy of the title.


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fun but short

4/5

Good introductory scenario, IMO.


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ok

3/5

Not bad, but a little anticlimactic. It just kind of sputters out at the end.


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it's all twisty

4/5

Good stuff. I love the idea of being forced to work with the Aspis Consortium. Definitely a fun time.


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meh

2/5

First 90 minutes: Weak. Super weak.

Subsequent combats: Fun, but not THAT fun.

The thing is, I don't like modules where you basically have to cool your heels until something happens. Because it leads to trying to get something to happen, only to be shut down at every turn, and then finally realizing it's because the writer wanted to do it himself. No me gusta.


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Excellent

5/5

A very good scenario with well-balanced combat (at least in the low tier) and a complicated, flexible story. I wish more were like this.


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well ....

3/5

Look, this wasn't HARD, per se, it was just ... aggravating. The pregens had a strong tendency towards useless. When the big bad has huge DR and only one player has the means of bypassing it, you have a serious problem. I think it's cute that the adventure isn't necessarily designed to have the heroes win, but ... I don't know. Any module presented for PFS play in which the players can completely fail by random chance before the first combat encounter is ... absurd.

I do like the chronicle sheet, though. I won't say what about it, but I do like the idea of long-term negative repercussions of failure. Even if the failure is pretty easy to come by.


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complex

4/5

Good stuff. A little problematic, alignment-wise, towards the end; the scenario almost seems written to cause inter-party conflict. Which is actually great, because it straight-up forces roleplaying. On the other hand, if it came a little earlier in the adventure, that might make life easier; as it was some players wound up staying late to hash out a fair amount of conversation before they were satisfied with any of the available endings. Again, not a bad thing, but for a time-slotted event, not ideal.


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awesomepants

5/5

I had a BLAST with this adventure, and yes, that is a pun, even if it's only particularly identifiable to the people I played with. It's just the right mix of linear and freeform, roleplaying and combat. Highly recommended!


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goblins ftw

4/5

The antics of the goblins are awesome. The only complaint I have is that the optional encounter, which is 90% of the chronicle sheet, is entirely avoidable by people who, you know, act like they don't want to die horrible deaths. I mean, I haven't read the mod, I've only played it, so maybe there was an obvious hook that we just totally missed, but it seemed like doing the smart thing was the way to completely avoid getting this boon. YMMV.


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Boom!

5/5

Okay, so listen. I just panned the first half of this storyline because it was intensely frustrating. That being said, this half--especially jumping right in to it after the frustration of the first--was good cathartic fun. Things stand up, things fall down, badda bing badda boom. Not much of an intellectual strain, but definitely fun.


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fun, but irritating on an ideological level

2/5

This was a great module, and the problem I have lies not with it, but with the way it sets up the sequel. I love the idea of having to be subtle. And I love the idea of it having repercussions if we aren't.

In home games.

In Society play, however, you will often find yourself at a table where no one has any non-combat skills. At which point, having everyone make skill checks they are destined to fail every time they do everything is ... irksome.

Look, there's no way to balance a party in Society play. We show up with the characters we have, we play the adventure we signed up for, and if it requires a set of skills that nobody has--or it requires EVERYBODY to have skills--we're just out of luck. Which is unfortunate because it doesn't account for the player base of PFS (at least based on my experience), and it certainly doesn't fit the roleplaying aspect of the world ... unless the venture captain in charge of this assignment INTENTIONALLY picked the worst possible team to send on this mission?


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FRUSTRATION

2/5

I found this module to be incredibly frustrating. First of all, the thing about Society play is you aren't always going to get all the skills represented at a table. Sometimes a table is all combat builds. Sometimes it's all stealth builds.

Sometimes it's a great combination but still nobody has a decent diplomacy modifier.

In which case a module where one source leads to another leads to another leads to another with branching dead ends off every chain and a DC 20 diplomacy check is BASICALLY IMPOSSIBLE.

Failing until the GM takes pity is not my idea of a good time.


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meh ... but

3/5

Nothing really leapt out at me in this scenario, save one thing: It doesn't allow ANY time for rest. Once it starts, it rolls to completion, one way or the other. I kind of like that about it.


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