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Pathfinder Society Scenario #4–09: The Blakros Matrimony (PFRPG) PDF

****( ) (based on 28 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point?

Written by Thurston Hillman.

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 (28)
1 to 5 of 28 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 28 ratings)

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Not so good if you weren't there...

**( )( )( )

As someone who only joined PFS in early-mid 2014, I was never at the special / grand convocation that led to this scenario, nor was I involved in any of the preceding season 3 lead-up to this.

So, I thought (having run it) that I'd give a review from the perspective of someone who is "coming in cold".

There is a lot of roleplaying to do at the start. You need to influence as many of the guests as possible (while also achieving your faction mission). The faction missions seem unbalanced - some you succeed just by influencing guests (also the main mission) while others involve unrelated side-quests. The roleplaying itself is tedious at times and requires GMs to do a lot of prep-work. Maybe you already know these characters and don't need to... but I didn't. It was very hard to keep so many moving pieces going.

Also, most of the NPCs required 2-3 influence checks, but after a full conversation, there was no roleplaying reason why a PC would go back to chat. Especially in some instances where they use a "secret revelation" or some other trick to give them a bonus. Many of these aren't very nice and put the NPC on edge (while somehow still giving a bonus). Chatting after that would just seem... rude.

So, in all, the big influence-fest did not go well.

That said, the intrigue and combat that followed was very fun. Right up until the bad-guy leaves mid-way through because he feels like it. I know the BBEG in this one could easily kill a party if he didn't leave so early, but it's not very satisfying for players to have little to no chance at defeating him.

Oh, and the boon(s?) provided means little to nothing to me. There's some promise of "maybe something in the future" for each person you influence. This probably means you'll have to play the exact future scenario where your exact person of interest gives you the bonus. After making such a huge effort at squeezing out the roleplay, my players deserved better.

All in all, a disappointment for someone who "wasn't there". If you have been running season 3 and 4, and have somehow managed to play the grand convocation leading up to this, I'm sure you'll find it a worthy successor. Otherwise, skip it.


One-Two Punch

*****

Be sure to play 5-03 The Hellknight's Feast after you play this. Really great follow up.


Excellent Scenario though time intensive

*****

Posting a review after seeing the review of reviews, and not seeing this one breaking the top ten.

In any case I really did enjoy this one, I got the feeling that my character was someone who mattered in the setting. Also the different characters were fun to run into. It helped that the GM had obviously spent a lot of time in preperation. Up to and including speeches by the guests of honor.

The combat was a bit on the easy side for one encounter, but this was partly due to having just the right spell at just the right time and winning initiative. I was actually sort of grateful for the speed of that resolution, since otherwise we would have run even longer than we did.


Role play, Not roll play.

*****

I have both played and run this adventure, and I had a great time each time.
I made sure each player had something to do. Role playing involves character interaction. Not everyone is a consummate actor, so the GM will have to do a little encouraging to get the "roll players" to do something.
The final encounter can be difficult, but it can be overcome with team work and a little luck.


The worst

*( )( )( )( )

(Should mention in advance that we played low-tier) This adventure was totally unbalanced, and probably the dullest scenario I've played out of around a hundred of them. Those of my players who happened to bring a good face-character, or a skill monkey, got to play. Otherwise, they were ignored for literally hours while other players described in excruciating detail how they talked to dinner guests.

There are literally two fights, and they're short, pathetically easy and just about pointless. I don't know about your group, but my group was bored to the bone by this one. The only guy who had any fun was the cleric, who did all the talking.

If you like to throw dress-up mystery parties, you might like this scenario. If you're not into that, steer well clear!


1 to 5 of 28 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

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