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Pathfinder Society Scenario #5–02: The Wardstone Patrol (PFRPG) PDF

****½ (based on 15 ratings)

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A Pathfinder Society Scenario for characters of 3rd to 7th level (Tier 3–7).

All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.

Written by Alex Greenshields.

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 (15)
1 to 5 of 15 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****½ (based on 15 ratings)

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Venture through this dangerous area now with NPC guide!

***( )( )

This is a plain scenario that has the PC walk around the world wound and are splashed with encounters. The author does a great job of allowing the PCs to notice and avoid them VS forcing them on the PCs.

The split path the PCs can do is very neat and I would love to see more of them.

The roleplay can be very fun, and the fort excluding certain PCs for certain reason is awesome as well.

Pathfinders in the sandbox.

****( )

Played at 3-4.

I've got really mixed feelings about this.

The scenario had all the ingredients for a good scenario, and I think my personal opinion has coloured it - in that I don't mind when my characters have a mission that railroads them a little.

My party was thrown for such a loop that we weren't even sure what our mission was.

Not your run of the mill I-forgot-that-bit-that-the-VC-said. We realised part way through the adventure that we didn't really understand what our mission was, couldn't have had it explained any more clearly if we'd asked, and hoped that down the track we would work it out. The trick with this scenario is that it is so vague about what you have to do, intentionally so, that we spent large parts of the scenario debating the whole mission.

This didn't in itself detract from the game. It's good when you can talk about what you're doing and why you're doing it and to explore the options available to you.

What I didn't like about all of this was that I didn't know if we were at all on the right track. The options were so open, and our mission was so out there that we just had no idea if we were really doing the right thing or not. Call it the metagaming instinct.

For the first time in my Pathfinder career, as we played on closer to the Worldwound, closer to chaos - entirely our decision, and not even sure it was the right one - there were many times we weren't sure whether to turn back and call it a day. Had we done enough? Could we handle any more of this, or were we walking into one deathtrap after another?

Because of that feeling of cluelessness for so much of it, because this scenario is so different, I feel like giving this an average rating, but I can't - because it accomplished exactly what it wanted to do, and did it surprisingly well.

DO NOT PLAY (under a sub-par GM)


Perspective: Played once (high tier) (bad ending), GM'ed once (low tier)

An ambitious scenario like this is where the review system fails. Here’s all there is to it: If you have a wonderful, role-play focused GM, this scenario is five stars. Maybe even more. Maybe it could be one of the most memorable and intelligent scenarios you’ve ever experienced.

However if your GM is average, is phoning it in, is under-prepared, or doesn’t care about characterisation this scenario could be brief, disappointing and vague. You may feel cheated. You might wonder what the author was thinking. But this would be a mistake.

The author has given talented GMs every tool necessary to tell a memorable and paradigm smashing tale set in the very depressing and horrifying outskirts of the Worldwound. The enemy isn’t the dangerous, bloodthirsty demons (though this scenario has ‘em) It’s bigger than just those little gremlins. Draw your sword, check your companions and stay aware.

no credible plot

**( )( )( )

Talk about confusing! go there! don't go there! no wonder the demons are winning at the worldwound with these silly sods in charge and handing out the orders! we'll all be speaking abyssal very shortly! however, the role-playing opportunities are excellent! this is a great chance to go out and tell the people you meet exactly what you think of them and the way they do things. you can also use your persuasion skills on your party members to try and sway them to your point of view. don't worry about the fallout, just play your character the way you want to. you'll have a blast!

Excellent. Perfect harmony of elements.


Scenario’s like this are the reason I play and gm table top games. If the game master and the players take time and care to invest the time and effort roleplay this scenario; it is epic. The combats are epic. The roleplay is excellent. The story is not strictly railroad, though it does appear that way to the players. What is beautiful about this scenario is that there exists divergent paths players will unknowingly walk down. It flows so well that most players won’t even know at which points the story takes a left or right. This was an excellent start to season five and set a great tone and pace.

Honestly this is one of my favorite scenarios I have gm’ed: It has roleplay. It has action. It has story. It has lore. It is just good.

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