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Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

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

***( )( ) (based on 24 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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Product Reviews (24)
1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

***( )( ) (based on 24 ratings)

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A surprise assault on an Aspis location

***( )( )

I played this scenario last night on the low tier with a four-man party: a level 3 rogue, a level 2 bard/rogue, a level 1 occultist and a level 1 cleric. We had a bunch of fun, but mostly because we had a relatively stealthy/espionage party and took full advantage of it.

Three of us didn’t get lower than 16 on our stealth attempts, with our average being roughly 22. We managed to get a couple of successful backstabs in before they could notice us. I don’t have to explain that sneak attack damage can really make a difference. Two of us were also walking around disguised as Aspis agents in case we were spotted. A disguise of 24 and 21 is pretty convincing to temporarily stop a fight in order to get in a more advantageous position.

That’s not to say it was a complete walk in the park. My character did get knocked out at some point as a result of being focused by the enemy. When it’s suddenly a 3v3, it can be quite challenging, though I reckon a party of 6 would have an easy time. Furthermore we had a habit of either ‘accidentally’ an Aspis agent outright, or forcing them to surrender. The whole ‘you better join us now, or we’ll make sure the Aspis know you’ve helped us’ is a good threat after all.

One thing I’m a bit disappointed at, is the fact that on paper this is a fascinating location, but it’s not being optimally used. It could have been more immersive had the temple itself been a bit more described. Sure, certain titbits were nice and flavorful, but it still feels like wasted potential. The various statues/gods could have made more of a lasting impression for instance.

In short: we ended up playing this scenario as a SWAT-team. We showed little mercy, though we did end up convincing and/or blackmailing certain agents to join the Pathfinder Society. There’s always room for a former silver agent scholar, a bard and a very interesting ninja. The story is non-existent though in this scenario and there’s a lot wasted potential. However, it’s one of those rare few scenarios where a stealthy approach is actually worthwhile, viable throughout the entire scenario and in turn rather rewarding. For certain parties, this can be great fun, but only if you don’t really care about a storyline.

Nothing To See Here, Move Along

*( )( )( )( )

There is really nothing to see here. It's a short scenario with pretty much no plot, a straightforward bit of dungeon to explore, some very easy combats, and that's it. Expect this to run short; you can probably go home after two hours.

Out of several scenarios that deal with the presence of Aspis in the Haojin Tapestry, this one is completely redundant. I recommend playing one of the others instead.

Unexciting combats and wasted potential.

**( )( )( )

(I Gmed this twice, played once.)

Let me put it bluntly: there's a lot of potential here, but it never really comes together. There's a really cool location, but it's just a sightseeing tour. There are some interesting encounters, but weird tactics to nerf themselves unnecessarily, while they're already underpowered. Moreover, it's incredibly short and unchallenging. There's certainly roleplay potential here, but the mooks know little and the scenario gives the players nothing interesting to do. I've had to remind my players several times what their actual mission was, as they kept wanting to tread outside the scope of the adventure, assuming what they wanted to do was possible. And while it should've been feasible, there are some definite plotholes and obvious avenues left unexplored.

It's not actively bad, but there's really nothing exciting here. A lot of potential, to be sure, but it never really comes into its own.

***( )( )

Played this at low tier. Party was kineticist, unchained summoner, sorcerer and samurai.

This is a simple and straight forward scenario. There is some roleplay opportunities but they are few and the players have to make that choice. Otherwise it is a basic dungeon crawl which will please combat characters.

Fun scenario but not for the role players.


**( )( )( )

Okey for killing time, but not a good adventure.

You go into an Aspis base then beat them all, none of roleplay and the combats are weak due to tactic restriction. I have played some dungeon delves, it's just too small to have a great door-kicking.

Related to Roundmountain sequences, but I don't think there's too much different without this.

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