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Pathfinder Society Scenario #3-11: The Quest for Perfection—Part II: On Hostile Waters (PFRPG) PDF

***( )( ) (based on 14 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia?

"On Hostile Waters" is the second scenario in the three-part The Quest for Perfection campaign arc. It follows Pathfinder Society Scenario #3–09: The Quest for Perfection—Part I: The Edge of Heaven and is followed by Pathfinder Society Scenario #3–13: The Quest for Perfection—Part III: Defenders of Nesting Swallow. All three chapters are intended to be played in order.

Written by Benjamin Bruck.

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 (14)
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Average product rating:

***( )( ) (based on 14 ratings)

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It's the Middle Chapter...

***( )( )

...and it suffers as many middle chapters do. Several of the encounters felt like filler. The story-arc for this chapter was, by itself, decent, but it was not vital to the Quest for Perfection arc as a whole.

Still fun with a couple of interesting encounters but would perform better in isolation, I think.

(Perspective: GM'd once)

Junk in a great trilogy

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This a on rails scenario of encounters that do not relate other than you came on a boat.

Nothing creative or new and it feels forced. Could be much much better.


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As a player I found this scenario really rather dull. The entertainment coming from the sheer bad luck on dice rolls that we had. The story is far too railroaded even for my tastes, and I found the effort we had to try to control the boat was far too silly. Paizo seem to like strange additions to their scenarios at times but the DC for this was far too high and too frequent. It is a shame because I really enjoyed chapter 1 a lot.


*( )( )( )( )

This is an important transition from #1 to #3. On its own, though, it's crap. It runs in about an hour, there's a series of random events that have nothing to do with anything, and the plot is only relevant if it's getting you from A to B. The series would be better served with a quick travel montage.

Absolutely fantastic


Now I know for others this may not be the scenario that really ramps them up but for me and my usual party we had an absolute blast. The river ride was a ton of fun with out resident fighter turned captain driving the boat with one hand while trying to fire crossbow bolts and pulling dirty tricks with various chunks of rigging. The fact that we spent most of our time on the same boat allowed us to better coordinate our efforts and prepare for the various encounters that came down the river and considering we had a lvl 1 in our party and were playing up that little fact was a godsend. The final fight was an absolute blast with our party and watching as our samurai nearly got obliterated by a shocking grasp longsword crit and having to struggle as my cleric and the cad fighter had to fend off the boss & his goons while our samurai tried to not bleed out and our gunslinger fought off goons prone as he tried to reload is an encounter that I will not soon forget. In the end the scenario was a great flip on some old concepts and the boat and aquatic travel really helped liven up what would have been just another item quest-athon.

1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

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