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Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

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

***( )( ) (based on 19 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 (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***( )( ) (based on 19 ratings)

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Nice Quiet Boat Ride

****( )

I loved this scenario because it provides loads of opportunity for inter-party role playing. The boat ride is quiet punctuated by a few relatively simple encounters to overcome, which add to the inter-party banter and discussions.

For those who want to role-play with the other party members without being overly distracted by time-intensive combat encounters, this scenario is for you.

Bad Story and Worse Encounters

**( )( )( )

I have played through and GMed this scenario and it was incredibly boring both times. First off the story is entirely forgettable with almost no RP and little in the way of player input. On the other side all of the combat encounters except the first are so easy that it is painful to GM because the PC's will be able to one hit kill most of the enemies in this scenario.Finally, the final confrontation makes absolutely no sense if the PC's succeeded on their secondary success condition, but the scenario basically says, "Too bad!" giving the baddies zero motivation to attack outside if the assumption that they failed earlier. The final confrontation was so forced and so lackluster that my players were baffled that this was the end of the game. Coming off the high that is completing The "Edge of Heaven" and the joy of playing "Defenders of Nesting Swallow" it is a shame that in the middle is something so forgettable that it needn't exist in the first place.

String of unrelated encounters

**( )( )( )

I played and GM'ed this

As a player I felt this scenario was a string of unrelated encounters and unfortunately my opinion did not change when I ran the scenario. Which is a pity as the travel from A to B could have been made a lot more exciting with some relations between the encounters that are obvious for the players. That would have increased the feeling of being watched / chased and improved the scenario.


**( )( )( )

As the second part of the Quest for Perfection, it's really a disappointment.

Too railroady, each combat does not combine with another, easily fall into a hiking campus, especially when you have a strong wizard :)

The storyline doesn't make sense either, I really hate the druid clan... ridiculously stupid.

What makes it out of 1 star, may be one of few better Tian Xia flavor decription, and the final boss fight has its challenge but just fine.

Wouldn't sugguest this, just play part1 and 3.

A bit dull

**( )( )( )

Let me start by saying that this second part of this trilogy is distinctively different from the first part. The first scenario had an emphasis on scenery and was more linear with forced fights, whereas this part was less linear (except for the river) and had actual encounters you could role-play your way through. It made for a nice change and while I had a great time due to great players and a hilarious GM, I’m not as big a fan of this scenario as I could (or should) have been.

The issue is that the scenario lacks a bit of immersion. The descriptions of the surroundings, regions, politics, religions and such are all lacking. It comes down to the GM to come up with details the players can act on in those role-play sections. While this means there’s a lot of potential, it still somehow feels a bit more limited than it should be.

The fights also felt either a bit too forced, or too random. It didn’t feel natural or logical, and especially one fight was nothing more than a pointless speedbump that added absolutely nothing to the scenario. Those tiny things served no purpose other than giving the Grand Lodge a not-so-worthwhile faction mission. The final fight, is not to be underestimated and can be lethal. Nevertheless, our party managed to take only 7 damage in total due to good tactics from our side, and poor dice rolls from the GM.

All-in-all, it’s a scenario that has potential, but doesn’t feel fleshed out enough. I’ll only recommend it if you plan on playing the entire trilogy of scenarios.

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