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Pathfinder Society Scenario #3-19: The Icebound Outpost (PFRPG) PDF

***( )( ) (based on 17 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?

Written by Jeff Erwin.

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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PZOPSS0319E


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Product Reviews (17)
1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***( )( ) (based on 17 ratings)

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Artic Dungeon Crawl

****( )

If you like playing low-tier and dungeon crawling, this is for you.


Why did we want this tapestry again?

*( )( )( )( )

Boring dungeon crawl. Yet another scenario in which your goal is to rout out Aspis agents in the Hao Jin Tapestry. If it was so easy to get into, why did we even need the tapestry? No RP. Combat is ridiculously easy. There's no really good reason for enemies to stand in their assigned area rather than swarming the party the minute combat breaks out. Expect it to run about 2 hours.


Fast, fun and easy to run

****( )

Our society group ran three tables of this scenario. Very little preparation time. The combat was well balanced for all three tables, with a few close calls along the way.

With only five areas to explore in the outpost, the scenario is overtly simplified and centered mostly around combat. We started late and finished early.

Perfect for a new GM to Pathfinder to run, as the scenario is not complicated in game mechanics. More experienced GMs will feel the adventure unfinished, could have included more areas to explore and expanded upon the intrigue and mystery of the monkey god temple. Alas, no monkeys or ice creatures to be found.


GM Perspective - Meh

***( )( )

While this is not a horrible scenario, this also isn't a great scenario. It is, quite simply, one long running combat. While the environment is neat and I would love more information, not a lot was given. Yes, the big question of "What are these guys doing here?" arises, but as part of the metastory for this season, and all will be revealed.

If you like combat, you will like this.


Average combat mission.

***( )( )

Pro:
-Great use of archetypes and classes.
-Great cartography.
-Great flavorful adventure locale.

Cons:
-No roleplaying whatsoever.
-Nothing but combat.
-Falls into the same trap as a lot of other Tapestry missions, which is, go into the temple/tomb, kill all Aspis, get out. It gets very samey and shows a lack of imagination with what Pathfinder rules can do.

This is a good, yet brief, adventure for combat obsessed players.


1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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