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Pathfinder Society Scenario #4–13: Fortress of the Nail (PFRPG) PDF

***½( ) (based on 19 ratings)

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A Pathfinder Society Scenario designed for levels 5–9.

The Pathfinder Society sends a team of agents into a Hellknight citadel to free a wrongfully imprisoned ally. Among the law-bound knights, however, they may find that getting out of the prison isn't as easy as getting in.

Written by Amanda Hamon.

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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PZOPSS0413E


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Product Reviews (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***½( ) (based on 19 ratings)

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A fantastic experience.

****( )

(I played this, together with Richter, see below.)

Richter basically hit it right on the head about this scenario. Very interesting setup, cool story, fun to walk through. I think our GM abridged a few roleplaying encounters (especially since last time it was run it took way longer), but it didn't detract from the whole thing, we simply experienced a very efficiently-run fortress.

But yeah, that final encounter. That thing is definitely under-CRed (on high tier). We lucked our way through it, but if we hadn't we would've been in some serious trouble. Apparently it came from a non-Paizo source, and I see now why that rarely happens. Please stick to Bestiaries from now on, Paizo.

All in all, a great experience. A bit straightforward, but that's not always a bad thing.


Excellent but unfair

****( )

This scenario is amazing on paper, I had the luck to play this with my own hellknight character and a great Gm/party.

Tons of roleplaying, fair combat until the last encounter, oh god that thing is absurd.
We got extremely lucky in the last battle because it failed a fort save it could only fail on a 1 or 2.

Fair warning, do not play this scenario up unless you have a power-built party or a death wish.

Otherwise a great roleplaying experience.


Great social, with a deadly fight

*****

Split into two parts, the social-central first half, and the combat-central second half.

We have just dealing with hellknights so many times, such as "Fury of the Fiend". Not too special itself, however I love the centaur~ Need talktive GM and PCs, don't run it pale.

There's one combat can be deadly, not only the opponent but the environment. Be awared.


****( )


Putting the Hell back into Hellknight

****( )

Somewhat worried by the horror stories in earlier reviews, we embarked upon this adventure today. I'm somewhat conflicted in my verdict.

First, this adventure has a big RP component. With evocative people, in a really cool place. Going to exotic places and talking to interesting people is one of the draws of PFS for me. However, it came down to presenting the same evidence to a lot of people; you don't really learn anything new about the case, there's no development. That was disappointing. It needed more plot. That said, the GM thread has some good ideas to improve the RP within the boundaries of the plot.

Second, there's the fights. I'm somewhat disturbed to notice how many people are proposing diverging from the scripted tactics in the GM thread, in ways that will make this a more difficult adventure. And while not all fights are hard, there is THAT BOSS. He has tactics that are suboptimal but he's still lethally powerful. Certainly over-CRed. His tactics give the PCs more of a fighting chance. I urge all GMs to stick close to the script here.

The fight IS winnable, on high tier. We brought a party of paladin/monk/stuff 9, investigator (melee) 9, gunslinger/inquisitor 8, cleric 9 and wizard 9. The power those classes can bring to bear is quite considerable. Casters giving the perfects buffs to strikers hitting really hard and standing up to brutal punishment. We had a group of people who've played together a lot before. That certainly made a difference.

I do like a hard-fought fight, and it seems it takes somewhat outre monsters to present a fight that's not a walkover. But I'm also not a fan of slapping the wrong CR on a monster and then gleefully inserting it into a scenario because it's appropriate now. Our party was a sort of all-star OP fest and that's what we needed to do this. That should not be the standard for scenarios. Don't dial it down all the way, but this was over the top.

Interestingly, the 4-player adjustment (which we didn't get) for this scenario is actually spot-on, which can be rather hit or miss in season 4.

All in all, I do like the scenario. It scratches a certain itch. But it does have significant flaws.


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