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PaizoCon 2016

Pathfinder Society Scenario #3-01: The Frostfur Captives (PFRPG) PDF

****½ (based on 41 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.

Written by Jim Groves.

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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PZOPSS0301E

Product Reviews (41)
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Average product rating:

****½ (based on 41 ratings)

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*****


Top-notch Irrisen fun - Social-centric Tier 1-5 adventure

*****

Great adventure. My players seemed to have a great time, even just playing the scenario within the PFS paradigm (not a lot of background ad-lib for the goblins, run the scenario by the book, PFS Organized Play rules). I can see how this could become a scenario with even broader appeal given more flexibility.

It took my group 3.5 hours to play (skipping one optional Act). Some battles ranked as a 3/10 or 4/10 for danger/lethality (where a 10/10 is a TPK). Chronicles treasure is light compared to The Confirmation. Well written scenario set in Irrisen - I'm currently using all the Irrisen adventures (Tier 1-5), as a mini-campaign within the PFS framework for my group.


More than just excellent and memorable

*****

Some scenarios are memorable because of the fights in it, some because of the storyline and the NPC's involved. Few however manage to excel on both fronts. The Frostfur Captives is one of those amazing scenarios.

The whole 'protect X on a journey' is a familiar plot for a quest. Having those prisoners be goblins in this case, is just wicked fun. Even if the GM isn't doing a lot when it comes to fleshing the goblins out, it's still a pain having to deal with such mischievous creatures. However if your GM goes out of his/her way to really make the party interact with the goblins, you'll be in for a treat. There is no limit to what you can do or what can happen.

This scenario offers interesting and good quality fights, but above anything is a role-play goldmine. It's a story that every player should at least experience once and I thoroughly agree with the high overall rating for this scenario. It truly is worthy five stars.


Incredibly decent journey

*****

Maybe a social-central module? If have played We be Goblin or Goblinhood series, you would definately love the 4 cute and fluffy little guys.

Played and runned the low tier, combats are average, the strong point should be social and the Irrisen flavor, I would also recommend this for non-PFS games, can do lots of works make everyone an enjoyable time.


A decent scenario but a bit rough around the edges

***( )( )

I am writing this review as a GM, not as a player. This was the first scenario I got to GM outside of a convention, where there's often lots of other GMs to give you advice. I spent a week going over every encounter, planning out the combat and roleplaying piece-by-piece...and yet no plan survives contact with the enemy (or PCs in this case).
There are parts in this scenario that can be too easy, such as Act 2 if they have the proper equipment, leaving a novice GM like me fumbling for what to say and do. Since the faction missions are no longer relevant, a lot of cool stuff and reasons to do things in the combat sections is essentially useless. Act 5 is also kind of rough because if the PCs make a successful check they will have no reason to initiate combat and will likely skip the whole thing (I was lucky that one of the players, even knowing what was in store, really wanted to fight some more, so we did the section anyway). Act 6 also fell kind of flat since the PCs were inherently suspicious. Also, for all the talk of having a time limit and Act 5 playing differently based on time of day, there's no mention of how to handle the passing of time in this scenario. There's one mention of setting up camp for the night, but that's it.
While the captives do provide an excellent opportunity for roleplaying, they can fall flat as well if, like me, you're not very experienced at GMing. They also have a tendency to either be a big part of the scenario or have almost no part at all, with very little in between.
Honestly, the issue was that, for a first-timer, there was a lot going on and not a lot I could do about it. So this isn't what I would recommend for first-time GMs, but if it's done right, it's lots of fun.
TL;DR: As a GM, this scenario had some stumbling points that threw me off, but my players said they had fun and, if done well, this scenario can be lots of fun to play and run.


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