Let’s bring the metal. You gain expert proficiency in simple firearms and crossbows, expert proficiency in martial firearms and crossbows, and trained proficiency in advanced firearms and crossbows When you become expert in simple weapons you become a master in the above or expert in advanced firearms and crossbows. When you becomes master in simple weapons, you becomes legendary in the above or master in advanced firearms and crossbows.
Basics– The demons are gone, but very much not forgotten. The Pathfinder Society hunts for a lost cultist who might restart the Worldwound. Will you stop her in time?
Mechanics or Crunch– I love a good hex crawl. You have some crazy side events, some social, some skill, and a few combats. The math all works out. Also, this has probably my favorite event in a PFS scenario: IF YOU STEALTH, YOU AVOID A COMBAT! It’s not an “it happens later” thing, it’s “you bypass a combat.” Everyone has something to do in this adventure and the math is solid. 5/5
Theme or Fluff– This is a hex crawl, so there are lots of things that can happen. The issue is there are LOTS of things the players might miss or can happen. As a GM, you have a lot to run in a higher level PFS adventure. And as a GM you have keep the players on task to get this done within four hours of a con! It’s REALLY easy for this one to run off the rails if the players go in the wrong direction, miss hints, or even just don’t get all the pieces. More direction would be nice and even a bit more variety of things to encounter for fights. I love the story and the idea, but this one you have to keep a solid watch on for time. 3/5
Execution– It’s Paizo. The adventure reads fast has its own map for the players and the GM, and is organized well. This is the stuff I want in an adventure for an organized play. 5/5
Summary– The main issue I and a lot of people will have here is the length of the adventure. It’s solid, and I WANT more hex crawls in PFS. But, direction and time are lacking in this one. Players can easily go off on crazy chases, and that eats precious time off the four hour PFS adventure clock. But, the other pieces are fantastic. Maps, monsters, things to do, and even new friends to meet make this a fun adventure for higher level characters. Make more hex crawls, but maybe provide more directions in the future ones. 87%
Champion Cleric Exemplar Oracle Thaumaturge Prerequisite: Worship Zura Frequency: Once per day
From take blood comes power. Within the last turn, if you caused hit point damage equal equal to twice the rank of the next Divine spell you cast. If you do so, you can a +1 circumstance bonus to attack and damage rolls as well as to the save DC of the spell.
Champion Cleric Exemplar Oracle Thaumaturge Prerequisite: Worship Urgathoa Frequency: Once per day
From blood comes power. Before you cast a divine spell, you can sacrifice a number of hit points equal to twice the rank of the next spell you cast. If you do so, you can a +1 circumstance bonus to attack and damage rolls as well as to the save DC of the spell.
AND ONE TO GROW ON! You rapidly pull an empty or empty-ish magazine from your weapon and throw at at a foe! Make a ranged attack roll with a range increment of 20 feet. On a success the magazine does 1d4 + your Strength modifier bludgeoning damage to the target. Any runes or additions to the weapon modify the magazine damage as well. This attack does not increase or affect your multi-attack penalty for the turn. You also reload you weapon as part of the same action.
Don’t let the weapon wear down. You can spend an hour cleaning and oiling a firearm. If you do the next five shots you shot from that weapon gain a +1 item bonus to attack and damage.
You never know what’s behind there… When you perform a shield block and are wielding a firearm, you can make an immediate ranged attack with a firearm against the enemy that triggered the shield block.
Barbarian Rage Trigger You are under the effect of a condition at the start of your turn and are raging.
Too angry to care! Attempt a Fortitude save with the DC being a standard-difficulty DC of your level. If you succeed, you ignore the effect of that condition and all levels of that condition for one round. If you critically succeed, you ignore the condition and all levels of that condition for two rounds. You can not use this power again until you reenter a rage after one minute of rest.
Basics– Where are the agents? Cheliax is not a welcoming place, but when you find friends, you take them! But what happens when agents go missing? Who’s killing Pathfinders?
Mechanics or Crunch– This adventure is fun, but we are starting to get up there in power! There are some harder fights here, so Pathfinders need to be prepared. There are also changes where combat is not the only way forward. What the players decide to do is all up to them, and that also allows for interesting flexibility in the adventure. 5/5
Theme or Fluff– The story to this one is good, but failure can break the immersion. This is a “follow the trail” adventure. That’s good, but the issue is if the players fail. If they fail, they can talk to the host who invited the Pathfiners and she will save them. That’s ok, but it breaks the immersion a bit. Also, this adventure is good, but a little short depending on the players’ actions. Make sure they know that if they play smart, then they play quick! 4.75/5
Execution– This is classic Paizo. Solid execution, easy to read, fast to set up, and good to run. 5/5
Summary– This advances the Pathfinder Story, allows for player choice, and if things go well, the players feel smart. But, if it’s a bad day, then it will be a lot of asking. I like the choice. The combats can be hard, but not too bad if the players prepare. If not, it will be a hard day! 98%