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Pathfinder Society Scenario #5–22: Scars of the Third Crusade (PFRPG) PDF

***( )( ) (based on 33 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The fiery inquisitions that raged through Mendev during the Third Mendevian Crusade may have been damped but never truly extinguished. Fanatics have reignited the witch-hunts in eastern Mendev, and in doing so they have captured and accused allies of the Pathfinder Society. Unless the PCs intercede and put a stop to this mob justice, their allies' deaths will spark a new wave of internecine executions throughout the crusader nation.

Content in “Scars of the Third Crusade” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Jason Brick.

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 (33)
1 to 5 of 33 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

***( )( ) (based on 33 ratings)

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High-stressed investigation

****( )

One of my favorite investigation module, almost no combat, and the only ones are not difficult.

The strong point is definately the investigation and hostile atmosphere of Mendev. The crusaders always play as "becon of light" roles, this module can break your imagination.

The main problem is "roll play" in the last judge. RAW, if you fail your roll (our bard roll 3 dices all below 5), then you can't get 2pps or even 1. Punish a role-playing/detective player may be too desperating.

Finally, if you prefer combats, don't play it or may want to leave the table. Need a well-prepared and experienced GM as well, too many works to do.


A Great Investigation

*****

This scenario is tough to run, and has little combat - that being said, it's a blast to both run and play if the party gets into it. The mechanics, once deciphered (DONT run cold), are well put together, and make for a fun, well paced investigation.


There's been a murder!

****( )

Played this at low tier with a party of 6.

This is only the second investigative PFS scenario I have played, the other being Throaty Mermaid. Compared to that scenario Scars is a far better story. The clues make more sense but you do have to work for them.

The scenario is pretty much all role play with only one combat encounter, and then it is rather too easy. Combat characters will be mostly bored through this so I recommend bringing your diplomats and investigators.


Ring Side Report-RPG Review of Pathfinder Society Scenario #5-22 Scars of the Th

****( )

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product- Pathfinder Society Scenario #5-22 Scars of the Third Crusade
System-Pathfinder
Price-$4
TL;DR- Great roleplaying, but nothing for the combat heavy characters. 87%

Basics-Murder is afoot! Pathfinder agents have been arrested, and you are sent to determine if they are guilty or not. Can you prove the innocence of your fellow agents while in a town that already doesn’t trust the Pathfinders?

Mechanics or Crunch-This one has exactly one or maybe two fights scenes in it, depending on how the players proceed. Most of the time, players are investigating the murders. If you have a combat heavy party, they will just be bored. Also, the combats that are present will be somewhat underwhelming to most parties in the level range. The module presents some rules for investigation, misinformation, and events in town. Some of these events are arbitrary as well as the rules for these events being somewhat unclear. It just might need a bit more to keep some people involved. 3.5/5

Theme or fluff-This is where this module shines. You as the GM get to scream at the players if they reveal that they are Pathfinders. Most of the people in town don’t trust the Pathfinders, and players tipping their hands make this module come alive. The town is well described and the personalities in it are fun to run. Everybody here has a story, and the players have to try to figure out who did it over the course of the adventure. I loved what I saw here. If you want a mostly roleplaying module, this is the one to look for. 5/5

Execution-This is a wordy one. To get all the information a GM needs to run the mod, lots of words have to happen in a very short amount of space. I do like that the town has a town map to help you and your players understand all the places they can investigate. In addition, the investigation methods are presented decently as well as providing the GM with a worksheet to help GMs keep track of all the information at hand, but this chart could use another column to help me keep track of what I and haven’t told the players. I’d have liked a few more divides in the words, but the module is set up well. 4.5/5

Summary-I liked running this module. I have no problems standing up at a convention and screaming at the top of my lungs about how I hate the Pathfinders and such. When I ran this at a con with about five other tables, I did get a few stares. If you want to have some awesome roleplaying with your characters, then this is the module to run. If you what a hack and slash fest where lots of things die, then do not even consider this one. I would like some changes to the module, but overall it was a great if you have the right group. 87%


Entertaining, with an odd investigation mechanic

****( )

As people have said before me, this is a pretty talk heavy, and fight light module. It may seem like a module that would be dreadfully boring to play a barbarian - I made one attack (which missed) and a disarm attempt, and I only ever raged so that I could take a bigger swing at the test of strength game - but I actually enjoyed the game. If you are willing to role-play, even when you're not the one with +27 diplomacy, then it can be pretty entertaining. If you have one big ham at the table, the GM will probably need to keep an eye on things and make sure other characters get a chance to do stuff.

The thing that felt a bit odd is there is a mechanic where you get randomized rumors/clues. It's kind of realistic because NPC B doesn't know that the NPC A just told you the same thing on the other side of town, but by random chance we got one clue a LOT of times, and it felt like we were missing out on the opportunity to learn other useful information. It turned out we were doing a good job of investigation, and wrapped up the mod successfully in under four hours, but it felt like we were spinning our wheels sometimes.


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