Pathfinder Society Scenario #4–06: The Green Market (PFRPG) PDF (based on
8
ratings)
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A Pathfinder Society Scenario designed for levels 5–9.
When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation, however. What mysterious forces bring the popular market its unlikely success, and can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization?
Written by Jim Groves.
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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Setting really a market, a custom map for a big market. A big market that wont fit on a flip mat, also there is a flip mat made by paizo of a market.
Role play, average. Telemayne is the star of this scenarios RP.
Combat, the second combat really is Awesome. Very unique, the first was standard kill the goons. I haven't seen the optional ran. Then the Final.
The final encounter, this could of been better on in many aspects.
First of Ethereal problems, problems and more problems, then dismissal as well as Ethereal and insubstantial confound each other talk about a headache. My biggest complaint is the Fire Elemental's, why are they there. How are the eternally loyal. How can Galdron even speak to them. Lastly how did they end up ethereal if it was voluntary why did they stay they are fire elementals that like to burn stuff...
A dramatic approach with telekinesis and the klar's and a ceremony could of been used, or at least Galdron could use Telekinesis to toss Ms. Foxglove around.
Suitability, I wouldn't recommend bring this out of PFS. If you do expect to make a couple changes.
Story 3/5
Setting 2/5
Role-play-ability 3/5
Combat 2/5
Suitability 3/5
I wasn't a huge fan of this one. It's a dungeon crawl without the dungeon where your characters are stepped from one fight to the next without much--if anything at all--happening between encounters. The way two encounters are arranged in the story, you wind up with an hour and a half to two hours of straight combat. It's like a dungeon crawl without anywhere to even "crawl" through. Just one arena essentially that you're thrown into to fight.
This scenario had a good story… but it was too deadly.
In my run of this scenario, the players had good system mastery, we had an ideal group composition, the perfect buffs, the perfect consumables, good spell selection, decent tactics, and we still barely made it out alive. Our two spellcasters were dropped into negatives once each. My fighter was 1 hit from death too. I’m not even sure how you’d do this scenario without one class ability in particular, I guess you’d need *great* tactics. My GM ran a few things wrong (doing more damage to us), but it still didn’t make a huge difference.
Optimized "super groups" will like Green Market, since it will validate their play style.
The only reason I’m giving this scenario 4 stars (instead of 3) is because there’s lots of foreshadowing (if you have the right skills), and you’re given time and ability to prepare (if you know what to do and have some system mastery). Also, lots of helpful items are dropped along the way.
I’m not 100% convinced season 4 scenarios are being adjusted properly for 4 players. I know Golemworks didn’t scale well to 4 players in the final encounter. I won’t know for sure about Market until I read it, but it sure didn’t FEEL like it was scaled well, and maybe that was part of the problem. I think that if we had 6 players, it would have been significantly easier (and I wouldn't have felt like this was a killer scenario).
About the Green Market itself. It had a good story, good investigation, and some potentially decent roleplaying moments (the NPCs aren’t that interesting, so it’s up to the players/GM to make it interesting, but the opportunity is there). Each combat encounter was well designed.
I didn't like the faction missions in this scenario. They took up too much time and were basically a number of 1v1 roleplaying encounters that didn't involve the rest of the party, it was a very boring lull in the adventure. Also, most of the missions occurred before anything meaningful happenned, which killed the pacing of the scenario and made the start of the scenario more boring than it should have been.
”Detailed Rating”:
Length: Medium-long. We finished in 4 hours without the optional encounter (if there was one). We hit pretty hard, I’m sure you can go OT on this one.
Experience: Player with 4 players (3 well-made PCs and 1 pregen) at subtier 8-9.
Sweet Spot: TBD.
Entertainment: I had a good time, but it was stressful and could have been much less entertaining if some rolls were different. (8/10)
Story: A good unique story that was told through investigation. (9/10)
Combat/Challenges: Well designed but too challenging, at least at subtier 8-9 with 4 players. We won with everyone at 15 hp or less at the end, too close. This scenario is going to eat up non-balanced groups. Nom nom nom. (6/10)
Maps: I liked the main map. (8/10)
Boons: The second best boon every created. A few unique items too. (10/10)
Uniqueness: The story and setup of the final encounter were definitely unique. Like! (8/10)
Faction Missions: See previous comments. (6/10)
Overall: I find it hard to trash an obviously well designed scenario, but the difficulty level is being set too high for scenarios lately. Or perhaps I'm finding myself in too many 4 player tables and they're not scaled well. If your group isn’t well balanced, do yourself a favor and just walk away from this scenario. (7/10)
I’d also like to remind reviewers not to include spoilers in reviews, especially without a spoiler tag.