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

****½ (based on 42 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


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Product Reviews (42)
1 to 5 of 42 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Average product rating:

****½ (based on 42 ratings)

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Great fluff, a mite short on crunch.

****( )

I give 0-3 stars for fluff and crunch, and do a good/bad/ugly for each.

Fluff: 3 stars

Good - It felt like the kind of task that every organization needs to get done, even if there's no glory in it. I love that. I like it when the Society feels like an actual company with actual work that needs to be done, rather than an agglomeration of quirky adventurers. This made me feel like a professional.

The tone and prose of NPC interactions were well put together. There were good motivations for the NPCs, not all of which were immediately apparent to the party.

Having to herd goblins was fun.

Bad - I don't think there was anything really bad about the fluff.

Ugly - There could have been a bit more prose to describe the locations. I'm also not sure how much sense it makes for the Shadow Lodge to have hired goblins. I don't think either of these nitpicks merit subtracting a star.

Crunch - 1 star

Good - There were multiple methods of handling virtually every challenge that arises during this adventure. It truly allows the players to go significantly 'off the rails', while still having the guidelines in place to get the party back where they need to be. Parties that employ skills intelligently will fare better than those that don't, but there are combat solutions in place for those that prefer them.

Bad - The combats are quite easy. Granted, power-creep has made that somewhat excusable for seasons 3 and earlier, but even so this felt distinctly underwhelming in terms of combat suspense. The skill checks for obviating combats were also quite easy, and very brief. I feel (and have discussed before) that skill sections that can replace combats should be somewhat more involved than a couple of rolls, and should require multiple participants. This scenario can run quite short with a high survival/Diplomacy party.

Ugly - It uses the survival rules (which we obviated by judicious use of a wand of endure elements), which I despise. I have seen authors make custom mechanics to emulate journey fatigue, and I can see why. The CRB mechanics are fairly tedious in practice.


*****


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.


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