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Pathfinder Society Scenario #50: Fortune's Blight (PFRPG) PDF

***( )( ) (based on 10 ratings)

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A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

You're sent to the wild River Kingdoms to find and kill a green hag who holds the last fragment of a powerful ancient sword called Passion's Edge, sundered into three pieces a decade ago. Things aren't as simple as they seem: the last creature to control the fabled sword wants it back at any cost, ghosts of the sword's past seek revenge for wrongs committed by former wielders of Passion's Edge, and the Pathfinder Society wants the sword whole again before being returned to Absalom. Madness, murder, and mayhem await you in the River Kingdoms!

Fortune's Blight was partially outlined at PaizoCon 2009 during the "Design a Pathfinder Society Scenario" seminar.

Written by Adam Daigle

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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Product Reviews (10)
1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

***( )( ) (based on 10 ratings)

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Looked interesting but led to early TPK

**( )( )( )

I liked the idea here, and the first encounter (settled purely by roleplaying) was a lot of fun. However the second encounter simply killed the entire party. With our mix of characters I think that was more or less a forgone conclusion: they couldn't do enough damage to stop it from killing all of them, and it's impossible to get away from it.

There were also a lot of small annoying logic issues. The McGuffin item is played up as being a big deal but it's only a big deal when it's hurting the PCs--it's not useful or impressive otherwise. The curse is annoying without being flavorful. The Venture-Captain's information is more than usually useless--she knows both too much and too little. A building gets referred to as a "cathedral" and a "chapel" in alternate sentences--those are not the same thing! And most of the faction missions are really one mission split into two parts, so there isn't much to do with them. (Once you can get a piece of such-and-such NPC, getting two pieces is hardly an additional challenge....) One faction mission should properly represent an extended investigation, not suitable for the pace of play here.

On the positive side, the NPCs are really colorful and I like the backstory. I just wish it had gotten more chance to shine. Five PCs, level 5, with one of them a summoner so effectively six PCs--we abandoned the fight after two rounds because it was clearly too onesided. The player was particularly angry that there was no warning or time to prepare.


yeah, okay

****( )

Not bad. Nothing super-special, but at least it's interesting.


Short straightforward (and somewhat deadly) scenario

***( )( )

Fortune's Blight was a short straightforward scenario. The scenario was simple, it didn't involve any sandbox play, and you are pretty much lead from encounter to encounter.

Blight can be a challenging scenario. It's especially deadly if the PCs have the wrong group composition or make the wrong decisions. The challenge level of the encounters can vary dramatically, depending on the tactics the GM uses and if he runs the NPCs correctly.

Imo, the story aspect of this scenario is overrated (the 'novelty' of homosexual themes is overused), but the story could also get lost depending on the storyteller. I found that it was very easy to get confused with regards to the story, especially if the GM reads the box text only.

There were noticeable stat block errors in Blight (in Sevenarches, on beach), as well a story inconsistency (the reason to kill Tylaca). If I saw this much with my naked eye, there are surely plenty more.

Regarding the recovery of magic items. If Pathfinders are going to recover magic items/artifacts, could they please be more powerful than +2 items? Sometimes it hardly seems worth the effort (1-3 months of travel, time wasted). Especially when several of us were using much more powerful 'artifacts' ourselves.

Length: 3 hours. Could take less/more time, we took our time, didn't have a lot of roleplay, but we finished combat quickly.
Sweet Spot: Both subtiers seemed appropriate for the story.
Experience: 6 players at subtier 8-9 (2 pregens). I also read the scenario afterwards.
Entertainment: Slightly entertaining. (7/10)
Roleplay: It's really up to the GM to add roleplay and liven it up. (6/10)
Combat/Challenges: Definitely challenging but not unique. A PC died even with 6 players at the correct APL. (8/10)
Maps: I didn't like the maps. Also, map packs and flip maps could be used. (5/10)
Boons: Best "boon" I've seen so far. Finally, something that makes sense. (10/10)
Uniqueness: Average. (7/10)
Faction Missions: Average. (7/10)
Overall: Short, simple, straightforward scenario, with a touch of deadliness. (7/10)

I think it's really up to the GM to liven this scenario up, convey the story in a simple and straightforward fashion, and play these deadly opponents to the best of their ability (especially for optimized groups).


Story does not compare to the creatures.

*( )( )( )( )

The creatures in this scenario are fantastic. A thrill to run and the players enjoyed besting them and the trials it took to do so. They were let down by the story though. Since Pathfinder is all about the story I cannot suggest a GM pick this adventure as written.

This is no reflection on Adam’s work over-all which I enjoy.


Great story

****( )

The story in this scenario is a lot of fun and the scenario does a great job bringing it to life. There are a few mechanical issues which made the final encounters a bit of an anti-climax, some due to the encounter design and some due to our party mix.

Overall, I highly recommend the module, particularly if you can play the higher tier which I think offers more challenge and a more interesting final encounter.

The encounters:

The first encounter is a bit strange because it's a creature that is disguised but the characters are specifically warned about the disguise. So it's a weird role-play where the hag is pretending and the players are pretending they don't know. Further, the characters are instructed they should keep the hag alive... so in our group they wound up bringing the hag along which was good because it led to the most exciting encounter of the adventure...

The second encounter the party is attacked by a ghost. Since the party brought along the hag from the first scene she joined into the chaos also which made this the most difficult and fun encounter of the evening.

The encounter with the Pathfinder was a bit of a mess because he got hit with grease in round 1 and fumbled around and was killed before he could grab another weapon. The big challenge here is not killing a fellow Pathfinder.

The next encounter was a major mess for us, in the lower tier it's a room with three harpies, only the players are forewarned about their nature which made them fairly trivial to counter at the level we played it. So it was an encounter with three flying creatures with fairly weak attacks. This encounter appears much better at the higher tiers as they have class levels which could make it quite interesting.

For our group the final encounter was a huge letdown due to party mix. The witch in the party got high initiative and the final bad-gal failed her will save versus the sleep hex... I'll save my rant about an at-will ability that is a save or die for another place. It appears like this could have been a fun encounter but in our case it was a cake walk.


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