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********* Venture-Captain, Germany—Rhein Main South 196 posts (291 including aliases). 49 reviews. No lists. No wishlists. 69 Organized Play characters. 1 alias.



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Great introductory scenario

5/5

After having run this far too much as a introductory scneario at conventions for players with no roleplaying experience I have to say this is a great quest with the right mix of roleplay encounters (the quirky NPCs are great) and a small combat.

The scenario also manages to get in the right spot where it can provide a lot of story for experienced palyers while being understandable by completely new players.


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1/5

Using a DC 30 Skillchek in this levelrange and NEEDING a success shows utter disregard for any guideline regarding challanges (as published in the GMG or any other kind of adventure is demoralizing and annoying players.

Requiering the use of nonleathal in a lot of cases is punishing for characters that do not use weapons (as they can not deal nonleathal in quite a few cases.)

That the scenario got a late addition of a trigger warning while not addressing the massive other problems with it is just icing on the cake.


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4/5

This scenario has a very good story, a great skill challange, that made a lot of sense and good combats.

Spoiler:
The boss is NASTY, but at least at the highest level of lowtier it was managable.


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Influence is an utter annoyance

1/5

The basic idea of the scenario is very interesting, but it would be served a lot better with being a higher level scenario (both for the plot or for the enemies)

The influence part was utterly useless and a repeat of the most annoying subsystem of this year for no benefit. Looking at the scaling math it feels like someone did not realize the implications of scaling here…
Also having nearly the same skillset (at least for the early discoveries) to be the same is also bad gamedesign.

Please do no more influence encounters that do not add anything worthwhile to the scenario.

2 Points for the Idea/the setting (for a higher level scenario could have been 4)
+1 Point for the interesting nonstandard combat encounter design
-2 for the influence encounter
= 1 Star


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2/5

The influence was pointelss - as it did not really clicked with the rest of the scenario and none of the rewards (bar one) affected the scenario - and dragged on far too long.

And the part after the influence felt disjointed - if I was not in org play why would i do research if the host of the party tells me everything is fine, the expert tells me it is fine... etc...

And asking players to bid in an auction starting with a minimum bid of more than their total wealth seems like a very well thought out idead (not).

Good part the battles were not botched that much (but scaling led to very crowded rooms)


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1/5

Whoever designed the big eel encounter does not know anything about balancing or valuing the the players or GMs time...
An ability that requires this many saves per turn and this kind of enemy in an underwater environment is utter insanity and just plain stupid. This was the worst encounter I had in the last 3 or 4 years of playing starfinder.


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Solid but gimmicky scenario

4/5

This scenario has one of the best starshipcombats in the last few years.

[

Spoiler:
]It has 0 ground combat[
] - If you can accept that gimmick, it is a quite solid diplomatic/starship scenario. It will not be for everyone, but some of the choices were a quite refreshing experience.


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Whoever did this starship combat?

1/5

Having to deal with "starfinders" doing s@~$ again is kind of tedious and lets you question why we still have these people in the society.

From an encounter standpoint the starshipcombat does its best to show the players EVERYTHING wrong with the system with giving them a bad ship (no turret and no aft weapon and the sides being weak enough to not really be there) and having the enemy have a superior ship (it can fire 2 weapons nearly every turn while the PCs can ever only roll one attack and have better statistics in every relevant kind.)


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Pregens are equipped badly for this

1/5

Whoever equipped the mechanic for this scenario did not consider the enemies.

Having over half the enemies resist or being immune to your main weapon is great and "fun".

Pregens should not be that missequipped for a scenario and feel useless in a lot of cases.


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4/5

I must compliment the great use of skippable encounters in this adventure:
You can either do intelligent/creative solutions (and skillchekcks) or fight and the skill challenges were all fair to do. This was a pleasant surprise to me.


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Atrocious influence system

2/5

The scenario was a mess storywise and from a skill perspective.
It started with the worst influence setting I have seen in a long time… The skills are unfitting and force you to use sense motive as they do not really fit. Especially with the priests all being lorebreaking

Spoiler:
For example a NG! Damoritosh priest who does denounce the big part of his religion and sounds more like a Gorum priest
and weirdly written this part does not work at all. Especially with the primary being dependent on having either Sense Motive or being able to guess unfitting skills for the one character that matters.
Spoiler:
No computers/engineering for the Triune Priest.

After reading through this section at least the success is dependent on getting everyone convinced which is a nice change of pace.
All in all this felt like a bit of a mess, which is helped by mistakes regarding the skills (Asking for non-existing skills like Society) The combats were fine(ish) but nothing to write home about and would have profited from another combat as it ran very short.


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APL +2 with elite Template

1/5

Whoever thinks an APL+2 Boss should EVER get an elite Template should never ever work on a second edition Scenario ever. (played in high tier)
This is something we complained often enough about but some people seem to refuse to learn.
The Story was solid and would have warranted a 3 star review without that final part, but the last combat is enough to deafault the whole adventure to 1*.


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Atrocious Success conditions

1/5

The scenario has atrocious success conditions and the balancing is a travesty.

And AGAIN requiering a crit success on a random skill check with no indication that it is important is something they should have learned is a idiocy 2 seasons ago (we complained enough about these checks).


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This has IMPORTANT clarifications in the GM thread

4/5

This is assuming the clarifications are used:

This scenario is a good replayable with nice flavour and a interesting use of the chase rules.

Without the clarification this scenario is utterly insane and would get 1 star at best.


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Finally a good starter scenario

4/5

After a long time this is a good scenario in tier 1-4 that you can run without having too many problems.

This will be added to my convention reportoire for the forseeable future.
As this has easy forst combats to get new players into the system and the story not being bound by any gloarion specific tidbits but easily understandable.


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This adventure has NASTY plotstoppers

1/5

Well the adventure has a interesting setup, but then it goes down the drain:
The first encounter has very strong creatures but the following skillchallange is just insane:

Spoiler:

Having the whole party stealth against a DC 24 Perception DC is just insane, especially if compared to the still high (as everyone who wants to investigate has to do it) DC 16 of the lowtier. This design is just stupid, especially as it relies on Perception DCs that are vastly out of line of any reasonable skillchallange where the whole party must succeed.

After 2-11 this means back-to-back catastrophes of scenario design.
This scenario feels like it was written for/playtested by a party of rogues and not a normal balanced pathfinder party.
This combined with a trap that does not work as written and most likely a wrong adjustment in the first encounter just add insult to injury.

Having a lot of the enemies being able to hit you on a 4 also feels GREAT and makes for FUN gameplay for everyone at the table and not just the GM… PLEASE do not use APL+2/3 encounters anymore … But even for GMs there is too many missing information to consider this a good sandbox.


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This scenario is a catastrophe for what it tries to be.

1/5

As a level 1 scenario it seems to be aimed at new players, but while 1 of the 4 parts is fine and has nice RP opportunities, the second part (spells) has a great setup (solve a situation with stuff given to you) the “solutions” teach the players things that DO NOT WORK within the rules. (Using stuff against a creature that is immune against it or using spells against illegal targets)
The 3rd setup (swords) has a potential TPK in the first round of combat and RAW one encounter (the brooms) is impossible as they are immune against nonleathal which everyone has to deal.

The final part not only has the betrayal but also this guaranteeing 2 hard back to back encounters which WILL kill new players.
I can only warn against running this for new players, as they will get slaughtered and be taught completely wrong things.


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Interesting Starship sceanrio

4/5

This scenario was quite interesting, and while short it had a good social part, one combat part and a good two-parter in the starship.

The chase was a interesting changeup and worked better than the vehivle chases in previous sceanrios, as the rules seem to flow better and less new rules to focus on.


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Solid Scenario

4/5

This scenario was quite solid.

I liked the setup of the final encounter.

One small criticism regarding the chase:

Spoiler:
While the DCs were quite well baleanced (GOOD) there were some obstacles with quite similar (and few) skills to solve which could be improved.


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Solid low level adventure

4/5

This adventure has a good mix of combat and non-combat encounters and an appropriate number of failsafes for a low level adventure.

Also even as a part of a series it can work good without playing the other parts.


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FINALLY a good scenario

5/5

After a lot of very dissapointing scenarios (espceially with problematic mechanics) this season this is finally a scenario with a good story and the mechanics to back it up.

The callback to Reign of Winter was fitting and the interaction with the town was very well made.

More of this kind of design would be nice.


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Worst starship ever

2/5

Well this scenario is just tedious.
I very much like the idea of "building" a starship to use (and the showcase of new starship mechanics (+1 Star in the rating) the rest of this is just BAD.
Our table played lowtier and after 3 turns of the first starshipencounter everyone HATED the ship, that was shooting worse than a pegasus, had the limited fire issues of the drake and was slow as the Gorgon.
The ship had no damage (not really fixable as we had the highest DPR configuration) and NEEDS to be in close range to do it (while being slow and not very maneuverable. (It could be somehow fixable if the Turret gets a LONG RANGE heavy weapon and the point defense in NOT IN THE AFT but in the Turret)
It does not help that the first combat is

Spoiler:
against 2 highly manouverable drones with speed 12 (perfect), which hardcounter the ship if the GM does not softball.
These are also illegally built as they should not be able to carry their heavy weapons.

The second encounter is ok-ish, as the enemy wanting to go close solves the issues of that catastrophe of a ship.

The one ground encounter is not better as it uses the age olf mummy problem that should be known to cause wonky math, as using 5 overlapping auras WILL disable players no matter how low the DC is.

Spoiler:
(At least the PCs are immune after the first save) And the Boss having Wis-Drain on a multiattack is exremely nasty especially as it should get 1-2 turns of free acting as everyone is confused (3 of 5 players after LOTs of rerolls at our table)

The 2 Stars are ONLY for trying out the new systems which were fresh, if not for that it would be a 1 Star scenario.
And including this many new options at once will lead to option paralysis for every player not very into starshipcombat.


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Retcon with copy paste errors

1/5

Not only has this scenario a very wierd retcon - that does not make a lot of sense in character

Spoiler:
Why do we forgive Nigel when we - the pathfinders - have to solve the messes he creates, and he did not pay one copper for the pathfinders injured in these missions.

but also
Spoiler:
The final encounter as written is massively overtuned, you have to stop monsters with stalling abilities (concealment and sickedn as aura) too fast (if a GM does as told you nearly can not save the exhibits if you are not rolling absurdly well) but becasue of a copy and paste error that should be obvious the monsters also gain a ranged attack they should not have...


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The best season 2 adventure for now

5/5

The scenario has a nice story and (in lowtier) solidly balanced combat encounters. Do more adventures like this.


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Ok scenario but crashed by the skillchallange

1/5

This scenario had a interesting story but it was a complete MESS in execution.

There were massive editing mistakes, like copy and paste Errors, and missing skills to roll. The riddle is just plain unfair if you are not having English as a primary language.

Now to the worst part:
The Chase:
The skillchecks are FAR too hard for requiring a success on average per PC. THIS IS NOT FUN, especially with only 2 Skills (sometimes 3 per skill) and requiring a roll of about 10 on an invested character.
THIS DESING is discouraging a lot of players in my lodge and it SHOULD NOT BE USED AGAIN.

For the story and encounters I would give 3 stars, but this skillchallangedesign will remove 2 stars for a final total of 1 star.


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