Pathfinder Society Scenario #4–05: The Sanos Abduction (PFRPG) PDF (based on
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A Pathfinder Society Scenario designed for levels 3–7.
The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget—presuming they survive.
Written by Jerome Virnich.
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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On the plus side, the module allows ample role-playing. The characters' speeches are amusing to read, and playing the NPC/PC interaction means that the module is not pure combat.
On the minus side, I ran the module at subtier 3-4 with 4 players. The adjustments for 4 PCs made the combats too easy, in my opinion.
I also saw that some of the faction missions were quite easy, while others looked quite difficult. As it happened, all the players were from factions with the easy missions, so that didn't matter.
Missing the flavor due to length--a Season 4 problem
Season 4 for is proving challenging--not for PCs but for the clock. PFS nights at our FLGS allow for 4-4.5 hours. All three of the Season 4 scenarios I have played felt like 6-hour scenarios. Squeezing them into 4 hours is diminishing the experience greatly.
The Sanos Abduction suffered for this. Our first encounter took forever to resolve, and most of the party was playing down. While GMs most often bear the blame for not hustling an encounter along, I can't say that is entirely the case this time. In fact, I have found that all three of the Season 4 scenarios I've played (4-01, 4-03, and 4-05) have had a drawn-out first encounter, and with three different GMs.
The problem here is that a long first encounter doesn't leave time for anything that follows. The GM starts rushing, all that wonderful flavor the designers built in gets glossed over, optional encounters get dropped, and toward the end, it's like a sprint to get done. That final battle and what leads up to it can't be savored. The result is a scenario that had a lot of wonderful elements that got skipped or rushed through. And that leads to a sub-optimal experience.
I think The Sanos Abduction had some fine flavor to it. Good to be outside, mostly, especially for the druid character I play. Nice to see the fey in play, even if they were more as potential flavor than as actual NPCs. Seeing unusual monsters is always best, and the racial mix of NPCs was good. I thought the scenario had creative touches that made it memorable.
But the time issue is a growing problem, literally. I hope future PFS scenarios will offer a little more flexibility in their formula so that a four-hour scenario can truly be played to the hilt in four hours.
The redeeming aspect of this adventure is the freedom to roleplay because the plot is so otherwise unencumbered. If your GM doesn't get into the roles (although some of the dialogue is fantastic, and begs an active portrayal) and your group doesn't ham it up, you're going to have a suboptimal time.
For most tables, I think the combats are going to need the juice. This was pretty soft at 3-4. Combats didn't do a lot to incorporate dynamic terrain into the design, and left me looking for ways to increase the fun with what limited tools were at my disposal. Still, there's at least one great opportunity for some cinematic heroics, if the players and the GM are willing to take the chance.
I am surprised this has had so many good reviews. The beginning and end are pretty good. I have issues with everything in between. There isn't even box text. You just move from map to map to map killing undead. That's it. I enjoyed the story. It just felt like it is the first draft.