Basics– Where are they going? The dead walk and towns disappear. Where did they go and can you save your town?
Mechanics or Crunch– God I love a good funnel. I also want to get a good quick intro to Thracia. This gives me the mechanical intro to DCC and whittles down the players. This is a solid, basic funnel. 5/5
Theme or Fluff– I don’t know much about Thracia, and this gives you the basics of the world. The world can’t be fully explained, but you get some monsters, some gods, and a fun intro to the world. It’s enough to hook you for more. 5/5
Execution– This is Goodman Games. They know how to write adventures and their audiences. I love everything here. 5/5
Summary– This is a good funnel by a good company. I also love fighting undead, so this is a match made in heaven. After this adventure, I can’t wait to hop into the larger Caverns of Thracia adventure! 100%
Basics- TIME LOOP! When the god died, time ran in a circle. What happens to those stuck in it? Can you get them out?
Mechanics or Crunch- The adventure is a good one, but influence is a dividing factor. Influence encounters are something that divides players. It’s a mechanical way to make social encounters work, but some players absolutely hate them. This starts with one. That will either make you love this adventure or start off weak. From there it gets better and enters surprising levels of Cthulhu mythos. And that’s always fun. 4/5
Theme or Fluff- Mystery, into combat, and then Cthulhu. That’s the ingredients of a solid four hours of fun. I love the story and enjoy everything it has to offer.5/5
Execution- It’s Paizo. They know this. they know how to lay out an adventure. 5/5
Summary- I enjoyed this one but not everyone will. The influence-focused encounters will make some players mad, but others will find their stride. Then it’s combat and skills to win the day. Those are always fun, so all players will enjoy everything after the first act. Fun, but something to keep in mind. 93%
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%
Basics– What day is it again? Sundial Games is back with their 2026 calendar. This year we’ll be bad guys! But, they are giving away a trial of their last one.
Base Mechanics-This is a VERY simple RPG that each day has you choose actions and then roll a d20. You have stats like in any other RPG, but they are straight bonuses to dice rolls with the most common die used being a D20.
Combat-Combat is simple. You roll a d20 and attempt to hit an enemy. If you do with your bonuses, then you can roll damage based on the weapon or spell you used. If you do enough damage you stun or kill the enemy. Fail and the enemy does damage based on your armor. There is death, but it’s more likely you gain penalties for the next day.
Classes and abilities- There are multiple characters you can choose to be. Each character has their own abilities. Some are static bonuses to some abilities and others are limited abilities.
Now the review!
Mechanics or Crunch– This is simple, but that’s not bad! The base mechanics of “roll dice, add number” is an award winning idea all the way back to DnD 1st ed in 1974. The calendar is about 5 minutes per day, so the mechanics can’t be extremely deep. But it is fun to use abilities and see simple plans work out. 5/5
Theme or Fluff– This is not a choose your own adventure. This is a railroad. You are signing up for a story you play through, so its much more JRPG and less western RPG. I love it, but you are more along for the ride and less changing the story. That’s ok if you want that. I do. You also can’t expect 900 page epics in this. There are about two paragraphs on a long day of words for the story. It’s not bad, but it is a more simple narrative. 4.5/5
Execution– Sundial is learning. They fixed multiple production issues in the physical calendar and the PDF you get to play is solid. You get multiple characters and art. The physical product also has dry erase characters sheets with good markers. This is a solid product. 5/5
Summary– Do you want a little bit of RPGs every day? That’s the only real question here. You can’t expect 12 hour games, nor can you expect deep, interacting mechanics to exploit. You get a simple game that you can spend a few minutes exploring and enjoying a fun fantasy world. I love it. I am backing the new adventure where you will be the villain. I don’t even like evil, but I trust Sundial to deliver something fun. Check this one out! 97%
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%
Basics– Oozes with godlike powers? The Godsrain has caused unexpected things like an ooze with a chunk of the god of war. Are you strong enough to fight a god? Can you prove it?.
Mechanics or Crunch– This is a short adventure with a bit of randomness built in. The basics are a skill challenge fest, then a fight, a possible fight, and lastly the main, big event fight. It’s not bad, but it’s maybe a little simple. 4/5
Theme or Fluff– There is solid stuff here, but the missing parts are a bit noticeable. The adventure has an awesome picture of an ooze city which is cool, but there are four separate test rooms and the adventure doesn’t give descriptions or pictures of those rooms. That would REALLY help. The story is good, but help me help the players understand the room more. The adventure also has a filler section which is ok, but it’s kind of strange to add filler. I get if you want to build out parts of the story, but the parts here just for time. That’s not as much fun as you might want. It’s good, but focus would help this adventure 3.75/5
Execution– Paizo does good books. This reads fast, has nice layout, and has most of the pieces I need for the game. I’d like more art as some of the random encounters are things I have to hunt down. Paizo puts the stats in the adventure, but not the art? Throw those in as well as this effectively has infinite pages. Also, give me more art for the adventure as above. The book is still $8.99, so I expect a bit more now. The execution is good, but needs a bit more to be great. 4.5/5
Summary– This is a good adventure, but is missing pieces to really help me make a great presentation. The skill rooms are fine, but no art and descriptions make life harder. The encounters are fine, but some filler encounters that don’t build the world don’t help. The execution is good, but I need more to run this effectively. The price doesn’t quite justify all the parts here. 82%
TL; DR– Good, but more will help make this great. 87%
Basics– Time to be heroes! Under the direction of Walt, the everyday heroes will attempt to find out why monsters of myth and legend are showing up all around the globe.
Mechanics or Crunch– Like DnD 5e, but want to shoot a shotgun at a chupacabra? Then you will love this one. This is classic 5e DnD mechanics, and they follow the same rules you will often see in these adventures. It’s simple but functional level 1 design. 4.5/5
Theme or Fluff– This adventure is really three adventures all in one. The characters all choose one adventure and go after a beast. Then you find out it’s a regular bad guy, and you hunt him down. There you only do one real encounter. It’s not bad, but is a bit too short. Honestly this is something that if you know what you are doing is about two hours of adventure. It’s good, but short. 4.5/5
Execution– This is good, but needs a bit more in layout and pictures. Evil Genius needs to talk to Paizo and look over their living games. The stat blocks are fine, but give me set aside pictures I can share with my players. The maps are good, but consider separate documents that I can use. For the price I expect a bit more. It all works well and is something you can play with little prep, but maybe a bit more will help give this the push it needs for greatness. 4/5
Summary– This is a fun adventure that needs a bit more. The fights are fun and the run well. The story is good, but needs more to do. The execution is fine, but needs just little bit extra for greatness, especially at this price. Its good, but not quite great. That said, I and my players will be buying more and running more. I like what’s here, but it needs more and polish. 87%