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Pathfinder Society Scenario #6–22: Out of Anarchy (PFRPG) PDF

**½( )( ) (based on 23 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Several years ago, rebellion in the seaside town of Pezzack resulted in a Chelish blockade to slowly starve the rioters into submission. Since then few have entered or left, trapping the increasingly desperate citizens with little with which to repair their broken homes and eke out a living. When the Society learns that an important informant still lives in the ruined town, the PCs must smuggle themselves into Pezzack, navigate the devastated urban landscape, and extract their contact—all without igniting a new rebellion and inviting Cheliax’s unfettered wrath.

Content in “Out of Anarchy” contributes to the ongoing storyline of the Dark Archive and Liberty’s Edge factions.

Written by Garrett Guillotte.

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 (24)
1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

**½( )( ) (based on 23 ratings)

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I honestly have no idea how to give this a fair rating.


(I played this.)

This is the first review I did not leave a rating for. Everything in this scenario works, more or less, but it's such a bloated mess that you can't run this without heavy railroading. In short, this could've been a module with all the fights and twists and turns this scenario takes. You have roughly half an hour to spend on each location, maybe even less, while almost every location is interesting enough for longer roleplay.

In all honesty, this is an amazingly written scenario. There are some weird turns and fantastic NPCs to interact with, and the author has a clear knack for writing interesting characters. But it's simply too ambitious for what it needs to be. The "twist" is really weird and needlessly frustrating if the GM doesn't literally spell out the main guy's name

I can only say that this is a great scenario if you have the time to look through it and trim the fat. Otherwise, stay away from it at all costs.


Great potential, but would work better as a module

****( )

I ran this scenario with approximately 10 minutes prep time. It turns out that the two other scenarios I had prepared had already been played by the other players. When I started reading through it, I was extremely worried because of the many moving parts and the sheer complexity of it. Once I actually started running it, however, it turned out to be a boatload of fun. Despite some initial confusion in part A, the party had a great time roleplaying it. After that, however, things went downhill fast. Due to my lack of prep time, it was a good 2 1/2 hours before their first combat.

I certainly feel like, with a good GM who knows how to improvise, along with a lot of preparation time and the full 5 hours, this would be a full five star scenario. The only problem that I found was the complexity of the module, and the writing of the scenario was also confusing.

I would greatly recommend this scenario for an experienced GM and a party of people who like to both roleplay and participate in semi-complex combats.


Terrible

*( )( )( )( )

The writing of this scenario was a complete mess. I had to pretty much hold the players hands because they were just confused by the npc name. Also the editing was horrible as sections would completely just skip over what was actually going on.

Description and details in what you gave the players were just a jumbled mess. I assume some of this was because of word count description. It really need a bit more polish for something that had some really good potential.


Potential for fun story asphyxiated by whale blubber

*( )( )( )( )

(Title is a brief homage to one of the best RP points of the scenario that my players had tonight)

This scenario is basically the chapter on Pezzack taken right out of the Campaign Setting book. As such, the story is good, the NPCs given solid descriptions and agency and their own agendas, and the "feel" of the setting is rather well done.

That's about all I can say about this scenario that is good. To put things in perspective - tonight was my 320th GM table in PFS, and this is only the second time in over 4 years that I did my first read-through of a scenario and went "Ya know, I really don't want to run this."

(For reference, the other was when someone handed me Race for the Runecarved Key for the first time at GenCon 2012 and asked if I felt comfortable running it on ~30 minutes notice)

The PCs can literally sleep at location A1 for 2 days, doing nothing else, and have almost the exact same chances of getting full XP, PP, and Gold as if they had gone through all of the nearly pointless hoops this scenario throws at them.

I imagine from the player's side that it's not too bad, since until after they're done, they don't know that the GM is tracking influence points after every single thing they do (thank god for the folks who posted checklists and/or guides to pfsprep.com) which have almost no effect on anything in the scenario.

Heck, the four factions - ostensibly the most important mechanic to navigate, only changes the flavor of who asks you to do encounter C and who attacks/helps you at D. These events are virtually unchanged regardless if you interact with the factions at all or not.

In an effort to be clever, the PCs are given a "coded message" that correctly points them at the location in part A that will provide them the answers they seek. A smart party will think to go there first, and then have no use for any of the other elaborate mousetrap-games in the other part A locations (mine did, and almost felt cheated that they got the only information they really needed from their very first foray into town, and spent the rest of part A exploring for the heck of it since they had 2 days in-game to kill before something scripted happens).

All in all, not fun to prep and not fun to run.


Ring Side Report- RPG Review of Pathfinder Society Scenario #6–22: Out of Anarch

***( )( )

Originally posted at Throat Punch Games, a new idea everyday!

Product-Pathfinder Society Scenario #6–22: Out of Anarchy
System- Pathfinder
Producer- Paizo
Price- $ 4
TL; DR- Too many ingredients spoil the soup! 78%

Basics-The society never leaves a man behind-they just might take five years to help him...and it might be someone's pet project as well…. In this adventure, the Pathfinder Society sends in new recruits to find a long forgotten Pathfinder in a blockagged town in Cheliax. There, the young Pathfinder have to navigate several different rival groups, find their target, and get him out...all while not starting the third burning of the city! This adventure is designed for level first to fifth level characters.

Mechanics or Crunch-What’s here is good, but there is just too much here! This adventure has some serious roleplaying opportunities (which is great) and some serious combats (there are over four!). That is too much for a four-hour time slot! Each part isn’t bad as the roleplaying characters get some time to shine and the combat monkeys can take center stage at different points, but in a four hour adventure slot at a con, this adventure simply is too long. GMs will have to drop part to keep this one going fast enough to cover all the ground. 3.5/5

Theme or Fluff-So, not only is there a lot of mechanics, there is also a lot of story to cover as well. It’s not bad, but it’s too much! First is a missing Pathfinder. Then,there are four factions to contend with. Next is trying to get out and get help. And lastly is dealing with other enemy groups in the city. That is too much talking! I love good roleplaying in a Pathfinder Society adventure, but with so much going on here, it’s hard to make all the pieces shine. If you don’t ham up each group, then players don’t notice them. If you do, then it takes too much precious time that you won’t have for the fights and talking to the different groups later. It’s too difficult a balance to walk-especially for a 1-5 level, four-hour scenario. 4/5

Execution-Overall, this adventure has the Paizo polish. Lot’s of pictures to help describe things, lot’s of included information to make running this easy, and a decent amount of breaks to make the text flow better. However, the organization isn’t perfect. This adventure is about 40 pages! Some pages are copies of Bestiary books to help run the adventure, but I would like a few more breaks and a table or two detailing how different groups interact with the players at different locations. Those little things would help speed up the pace of this adventure and possibly get it out close to the four-hour runtime. 4.25/5

Summary-If I had eight hours with a single table, this would be a great adventure to put them through. They could really dig deep into the roleplaying, and the combat-crunch players would have an absolute blast as well by being able to paint the town red with their enemies. But, this is written with the goal of four hours. For that time limit, there is just too much here! It’s written well enough, but will all the twists, turns, and fights, you CAN’T get this adventure done and be on time. And any adventure I can’t run in a time slot at a con, written for a con, isn’t one I run a second time. 78%


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