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Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Society Scenario #6–01: Trial by Machine (PFRPG) PDF

***( )( ) (based on 41 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.

Written by Sean McGowan.

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 (41)
1 to 5 of 41 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Average product rating:

***( )( ) (based on 41 ratings)

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***( )( )

Nothing impressive (compare to other tech-adventures)

***( )( )

Compare to Fire of Karamoss and Return to Sky, just a bit of pale and boring. As a non-tech-fan, the setting and mechanics are okay, but the social and investigation parts can't catch my eye, the only intersting point may be some tech-items that you can't buy in average PFS games.

The BBEG is deadly for tier 1-2 characters, but if the whole team can handel with the "gaze" attack, would be a little easy though.

Entertaining, but not highly recommeded except you really prefer tech-adventures.

Interesting ideas

***( )( )

Wasn't sure what to expect with Season 6, and was happy that this balanced out 'tech' and 'fantasy'. Overall a pretty routine scenario with a few new tech additions, was fun enough and worth picking up.

Not so much the scenario that's the problem as it is the Technology Guide

**( )( )( )

A really fun, interesting and challenging scenario. I would probably give it four stars if it weren't for one thing, the dependence on the technology guide is way too strong here. Not so much a problem with scenario even but more the fact that the Technologist feat was pretty badly designed.

Had a lot fun playing this back in August when the rules were still fairly new and the proper rules were overlooked by the GM (not sure if this was intentional because most of the table was new player or if he genuinely didn't know at the time).

As a result when I ran this last week I didn't bother to look up the Technology Guide in advance ended up with a few mistakes for the first couple hours until someone at another table overheard one of my errors and explained how I was doing it wrong.

On the balance, despite the fact that I love this scenario I doubt I'll ever run it again. I just can't see myself telling the players at the table (particularly if some of them are new) that they can't identify half the loot and monsters in this scenario even if the have the appropriate skills if they haven't purchased a book to take a feat for their character that will be useless in 99% of PFS play.

A fun scenario for role playing

****( )

The scenario was very good in my opinion. It was a good intro to Numerian tech for PFS, it allowed for some fun interaction between the party and the NPCs, and it balanced the ratio of combat to no-combat challenges pretty well.

If it suffered from anything it was that the combat wasn't challenging enough for my party, and we had a group of 3 non optimized but generally well built characters plus the GM running the PreGen Merisel.

I agree with other reviewers that the Technologist feat requirement is a bit annoying, but I understand the reasoning behind it. A society where basic firearms and steampower are cutting edge technology is going to be completely at a loss when faced with a computer. Anyway I don't feel that issues with the Technologist feat should reflect badly on the scenario as it is a Pathfinder system mechanic, and not something unique to this scenario.

Great start to Season 6 guys!

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