Pathfinder Society Scenario #33: Assault on the Kingdom of the Impossible (PFRPG) PDF (based on
8
reviews)
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4-5).
The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.
Written by Craig Shackleton
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
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I ran this mod recently, and would recommend it. We suffered from an imbalanced party composition, with two level 1s, a level 3, and a level 4. For those of you playing along at home, that's tier 1-2, so the level 3 and 4 just trashed everything. Even if it weren't for that, the combat in this mod is pretty light, and most of it is optional in some way. That said, expect most parties to just rush in and bash heads.
Still, if you have a balanced party composition, this can be a solid mod for combat. And most of the RP opportunities are very solid, as long as you're willing to make your players act it out to some extent (my pet peeve: "Um... don't attack us, 22 for Diplomacy").
Faction missions for this are quality, and players need to actually read them in order to succeed. Almost had two players fail because they outright forgot half of their missions. Oh, also this mod has the potential to go *very* quickly. We finished in about two and a half hours.
Usually, I like using diplomatic solutions for encounters; Assault however takes this idea to extremes.
This is the first time in a scenario where I wished we killed everything instead of using Diplomacy. The scenario was unsatisfying because I felt we bypassed almost every encounter because we used Diplomacy. And as result, I left feeling like we handwaved and missed the entire scenario (including the final encounter).
The scenario ended in less than 2 hours (which could have been 60-90 minutes if the GM was didn't waste time and/or we didn't have 3 new players to PF and PFS). We had a single combat encounter, which was extremely easy (even though we played it wrong and made it more challenging by accident), and it wasn't as entertaining as I was lead to believe. The faction missions were above average.
If you’re only going to have only one mandatory combat encounter in a scenario, you’d better be sure the roleplaying encounters are interesting. The problem with Assault is that negotiations don’t necessarily mean a lot of roleplaying, or a lot of entertaining roleplaying in any case. And with an average GM, they’re just a bunch of skill checks.
Unlike other reviewers, minor boons as rewards at the end of the scenario aren’t important to me, and don’t affect whether I think a scenario is good or bad.
For me, the scenario was ruined by the potential overuse of Diplomacy (which ironically lead to a lack of roleplay). And I guess that’s just not my cup of tea.
(GMed)
I like the quest itself and the missions were fun. My group did a fatal mistake by managing to sneak in where they were supposed to and then fumbled and suddenly the group of tottaly fresh Pathfinders had way too many enemies at once. That one encounter took over an hour and almost TPK'd the party.
I hope that the second run will be more fun and less deadly (it runs much easier with more experienced players)
This is my idea of a good mod. The encounters are interesting with a reasonable amount of role-play but not neglecting to visit interesting locations or fight fun creature. A bit on the easy side of the challenge scale, but not so much as to be boring.
There are two aspects of this module that I enjoy every time. First of all the PCs are supposed to fail at something on purpose, and watching your party try to figure out how best to fail (and usually failing to fail) plays out fantastically every time I've seen it. Secondly you can have a totally satisfactory ending here and not kill the BBEG. It's nice to feel like that's an option. Doesn't strongly tie the module to Jalmeray though which is a shame as it could be a very rich environment.
I really enjoyed this game and it's turns and twists. I felt the encounters were fair and this was really quite enjoyable. Totally worth the playthrough and definitely on my wish list.
Craig Shackleton is quickly becoming one of my favorite Pathfinder Society module writers. He knows how to twist together a well written tale that involves roleplaying, fighting, fun environments, and twists and turns in his stories. Assault on the Kingdom of the Impossible, while being one of the worst named modules to date (simply because it's not really an assault on The Kingdom of the Impossible, but rather its enemies), again delivers his unique module design mix.
While not outright difficult, Craig understands that modules are best designed to be a set of connected encounters that alone may not outright kill a party, but together provide the right backdrop to the story and combined challenge for the party. Again this was the case; by using unique environments and opportunities for every class to shine, this module really felt like the right tone and feel we enjoy in our PFS games. Furthermore, the module not only adds in fun roleplay situations (rather than the standard set of combat encounters), it rewards good roleplaying with in-game benefits, something that's been lacking in a lot of other society adventures.
Assault on the Kingdom of the Impossible (or as our GM called it, "Journey to the Center of the Kingdom of the Unpossible") is easily one of the top adventures we've had in society play yet. Highly recommended.
My absolute favorite part of this adventure though...
Spoiler:
That your reward is dependent on your actions during the adventure. I have yet to see this in any other module and frankly the idea is brilliant.
This is Craig’s 3rd scenario contribution to Pathfinder Society. He set the bar for himself very high with PFS#4 Frozen Fingers of Midnight. This scenario was not quite as enjoyable but again has a lot of role-playing opportunities. If you have ever lamented that your ‘face’ character concept never has a chance to shine, this scenario will restore your faith in bards and charismatic rogues. The combats are a bit of a yawn at Sub-Tier 1-2 but become a lot more fun at Sub-Tier 4-5. The faction missions were better than average and contributed to the story. Campaign world flavor was average. I don’t think that Jalmeray is going to be remembered when players look back at this scenario.
Assault on the Kingdom of the Impossible can be a challenge to run as a GM. The author has enabled players to attack the encounters a variety of ways, which makes it tough for GMs who have trouble ad-libbing and improvising skill checks. I only wish I could do a better Indian accent.
Those of you who have complained about the lack of consequences in Pathfinder Society will be happy to see something before unseen on the Chronicle sheet. It isn’t much, but it is a promising change in the direction of the campaign.