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Pathfinder Society Scenario #3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow (PFRPG) PDF

****( ) (based on 13 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

"Defenders of Nesting Swallow" is the final 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 Pathfinder Society Scenario #3–11: The Quest for Perfection—Part II: On Hostile Waters. All three chapters are intended to be played in order.

Written by Sean McGowan, RPG Superstar 2011 runner up.

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 (13)
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Average product rating:

****( ) (based on 13 ratings)

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A great finale with some work

****( )

This scenario has tons to work with.

If you have a vanilla Gm that does not put extra into a scenario this may be more bland. The villian has flavor the town has flavor, it is a great mold to work with.

The idea is the seven samurai with a brutal series of attacks on the town. It can be difficult as the village gets hit very quickily in succession.

If you choose to DM this take the time to develope everything. I had the town give the PC a feast in the mornings and would have a giant crow with a message from the villian descrbing how he anticipates the battle and will write ballads of the PCs defeat.

Far Too Hard

**( )( )( )

An interesting scenario that feels very much like The Seven Samurai. Unfortunately I have issues with it.

Played this at tier 1-2 with two 1st (rogue and samurai), a 2nd level (fighter), a 3rd (swashbuckler) and a 4th level (cleric). The defence planning of the village was a nice idea but part of me really hated it and wanted it over so we could get on with the adventure. The encounters during the battle were far too tough for even for our party and repeatedly we almost lost characters. It's another PFS scenario where the encounters just aren't balanced for low level play.

A great and smart scenario


This was maybe the best of this season. I know it is based on a Kurosawa film and so I felt rewarded intellectually for figuring this out. Beyond that, it is very well written to make the party feel very invested in helping the people. I was lucky to play this in a home game as part of a larger campaign and so we were able to delve much deeper into the material and develop more than just the passing relationships allowed in the 4 hour PFS time. I recommend other to play this scenario in this manner.

good stuff

****( )

I like the tower defense aspect. Waaaaaay too easy, though.

I Get It; It's Seven Samurai With Birdmen

*( )( )( )( )

First of all, changing the human bandits from The Seven Samurai into tengu does not exactly qualify in my book as high innovation. But that's far from my central gripe with this mod.

The system for acquiring defense points against the bandits was an interesting idea, but in practice it is over-complicated, tedious, time consuming, and far too liberal in its rewards. The last of those is a big problem because...

As usual, the mod is far, far too easy. The bandits come in waves, each of which is modified based on the defense points earned by the PCs, and separated by a certain space of time from the last wave. Well, I made none of the modifications my PCs' defense preparations demanded, I dramatically reduced the time between waves, and I think I even added a couple of guys...and they still curb stomped the assault with trivial ease.

Finally, it is really absurd that the mod does not take into account what to do if the PCs want to split up and defend separate sections of the town. That was, of course, the first thing my PCs asked to do, and I had to just tell them no, the mod really gives me no way to let you do that.

1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

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