Focus! Through years of study, you have learned how to focus and prepare. You spend an action focusing and at the start of your next turn you gain one additional action.
Basics– You’re building a what? The Winter Queen is homesick and trying to revolutionize her country at the same time. Bids are being taken to build a train, but what is a train? And who wants to stop it?
Mechanics or Crunch– This adventure isnt so much crunch, but world building. There is a social interaction, then a chase, then combat! It’s short, but its fun. The encounters are balanced for everyone. It’s just a bit short. 4.75/5
Theme or Fluff– This is a callback. If you played First Ed Pathfinder and killed Rasputin in an adventure path, then you will recognize all the key players here. Those who didn’t, won’t miss anything, but it’s a call back. The story is interesting, and it builds out some of the world of Pathfinder in fun ways that everyone will enjoy. 5/5
Execution– It’s Paizo. Solid layout, production, art, and even text makes this something to be studied. 5/5
Summary– This is a solid, if short, adventure. The short issue depends on roleplaying. The combats are fun, and the story offers the players a chance to change the Society and the World via their choices. I loved this one. 99%
I gain as you lose! When you cast heal or harm to damage a target, for each 1d8 of vitality or void damage dealt, you can choose to gain 1d4 of the same damage type.
Basics– Ready for maybe a wild goose chase? A lost vault has been discovered that may have a lost key to a pocket dimension. If you check the cache, the Pathfinders get to keep everything but that key.
Mechanics or Crunch– This adventure is a good old dungeon crawl. Not much diplomacy, not much outside exploration, but good old enter the room, explore, kill the bad guys. You can’t beat the classics. There might be some encounter balance issues, but overall its crunch is well balanced. 4.75/5
Theme or Fluff– The biggest issue for this adventure is the length. This is a VERY short adventure with a bit of story, but not much beyond the basics. This adventure uses a map that was used in a quest, but this is a full sized adventure. It’s fun as you explore the vault-like museum, but it needs to be longer. I’m pretty quick as a GM, but this took me less than 2 hours to run at a con. And something important, I dont think they describe what the key is. You find it, but they don’t describe what it looks like. 4/5
Execution– It’s Paizo. Solid layout, production, art, and even text makes this something to be studied. 5/5
Summary– This is a fun adventure. I like the crawl. Crawls in dungeons are always fun, but this is just not long enough. Throw me more encounters here. Some are even marked as optional. More things to do would spice up this adventure. But, what’s here is good. 91%
Jolted You can’t move your muscles! Jolted always includes a value. At the start of your turn, roll a flat check with the DC equal to the Jolted value. If you fail. you lose an action for the turn and the Jolted condition continues If you succeed, you continue your actions as normal and reduce the Jolted value by one..