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Pathfinder Society Scenario #5–05: The Elven Entanglement (PFRPG) PDF

***½( ) (based on 28 ratings)

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A Pathfinder Society Scenarios for levels 7–11.

Nearly every nation has contributed to the Mendevian Crusade, but few are willing to send additional aid to assist the Pathfinder Society directly. Owed a favor the elves cannot refuse, Pathfinders travel to Kyonin to secure a force of some of the finest demon-hunters in Avistan only to find that the hunters are missing in action. Can the Pathfinders extract the lost elves from the depths of Tanglebriar, or will they become the latest casualties of Treerazer’s domain?

Written by Ryan Costello, Jr.

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:

***½( ) (based on 28 ratings)

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Bring your A-game!

****( )

I was lucky enough to play this with a fair-minded GM who knew how to play up the atmosphere, and I had a blast!

We played low tier. It's deadly reputation is not over-exagerated and I would highly recommend playing with an experienced group of team players.

Pros:
Kyonin is a cool place to visit.
Monsters are not the usual suspects.
Varied encounters, with some roleplay.
Challenging.

Cons:
The potential for an early TPK.


Tough but fun

****( )

Played this tonight at the lower tier. I had heard some bad things about this one and how hard it was. Past experience with PFS hard scenarios had turned me off of them but knowing how good our GM was I was well up fir it and I was not disappointed.

I'm not going to spoil anything but the hardest encounter was the first and I can see where some players might well complain at the potential lethality. My group was lucky and we managed to roll some awesome damage which helped considerably. A less optimized or inexperienced group is probably looking at a TPK here.

The rest of the scenario has some really good role-play elements as well combat for those who just like to hit things. I didn't think there was anything outstanding in these encounters but it was nice to encounter monsters not normally seen.

For an experienced group this will be a good fun scenario. The only reason I don't give it 5 stars is because of the potential lethality of the opening encounter.


PFS' most challenging adventure

****( )

This adventure is easily the most challenging non-Bonekeep adventure that I am aware of. Even well-optimized parties are going to have trouble with it. It has some good RP moments too, although the final boss is a bit of a disappointment. Overall, one of my favorites.


I can't quite rate this one as high as I would like to.

***( )( )

This mod has a lot of good going for it. Unfortunately it has a lot of bad that brings it down. The first encounter is truly scary and the region you are adventuring in is truly interesting, and the boss battle is challenging. There is some RP opportunities that can be fun in one of the latter encounters but this is mostly a combat heavy adventure and not one I would recommend for non-optimized characters.

The first problem with this adventure is the initial introduction which seems a little contrived and does not speak well for the honor or elves. Much has been made of the first combat but it is really not that bad if the GM runs it correctly. GMs appear to be giving the monster a surprise round it shouldn't have and letting it do things on a surprise round it can't do by RAW. In addition, the monster is only likely to TPK the party on the second round if the GM ignores the listed tactics. At least one person is still likely to die, however, and when I played it that someone was me. Thanks to Breath of Life, however, I got better and killed the monster in revenge. But as a player I enjoyed just how scary this monster was. Still, if you don't have something like Breath of Life, dying in the first encounter of an adventure sucks. I will also say that the encounter does not scale down well for 4 person tables.

The middle portion of this adventure is full of atmosphere and can sometimes drag, but my biggest complaint is the final boss battle. It is simply just way too complicated with way too many things going on at once. As a GM, I felt I needed an assistant just to keep track of everything and that makes for a very unfun encounter for the GM to run, and one that will frequently not get run as written.

Overall, I still like this mod, though more as a player than a GM.


Not for the skittish

*****

My Experience

I played in this module at a mini-convention, run by the author. Table was run at tier 7-8 for six players - a bard, a summoner, a cleric/barbarian, two fighters, and a pregen Seelah.

The Good

Atmosphere: From the scenario’s description, you’re travelling into Tanglebriar, a demon-tainted region of Kyonin where nature has been twisted and perverted by the abyssal presence. There’s lots of opportunities here for a skilled GM to really paint a vivid picture, and to have players shuddering in discomfort, if they do it right. By the end of the scenario, players should be apprehensive about whatever they might encounter around the corner - and given the encounters, they should be.

Challenge: This scenario hit the sweet spot, at least as far as our characters were concerned. In each of the fights, there were moments of worry in the opening rounds, and then a turning point somewhere in the battle where we knew we had it. That’s just good encounter design - it’s not a rollover, and it’s not a brick wall. None of our party was particularly optimized - we all had areas of specialty, but there weren’t any “uber-characters,” and with a lot of tactics, cooperation, and thinking outside of the box, we prevailed with no losses.

The Bad

Not really a scenario complaint, but more of a system complaint - there were sometimes a LOT of things on the board, and as a result, combat sometimes dragged. GMs might want to consider how to expedite combat going in.

Conclusions

For GMs: Play up the atmosphere. Practice your improv skills and look up a bunch of synonyms for “creepy” before you start. Don’t give anything away ahead of time; live up to “Nothing in Tanglebriar is what it seems.”

For Players: Don’t assume an overly optimized character can roll over this one. Thinking outside the box is more valuable here than a straightforward murderhobo approach to combat, and thinking tactically is more valuable here than in many scenarios.

Overall Feegle Rating: Satisfying, with a side of challenging and an extra helping of creepy.


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

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