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

***( )( ) (based on 15 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 (15)
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Average product rating:

***( )( ) (based on 15 ratings)

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A bit dull

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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.

It's the Middle Chapter...

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...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.


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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.

1 to 5 of 15 << first < prev | 1 | 2 | 3 | next > last >>

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