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Pathfinder Society Scenario #8-06: Reaping What We Sow (PFRPG) PDF

***½( ) (based on 13 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Rosehaven, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

“Reaping What We Sow” is a spooky adventure, perfect for fans of Pathfinder Roleplaying Game: Horror Adventures while still suitable for more light-hearted games.

This scenario is designed for play in Pathfinder Society Roleplaying Guild 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.

Written by Linda Zayas-Palmer.

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PZOPSS0806E


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Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***½( ) (based on 13 ratings)

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Good Times in Galt

*****

Played once and GMed twice.

The Pathfinders travel to Galt and seek the forgiveness of a former agent that had been left to twist in the wind during the revolution and hopefully gain enough trust to entice her to return to aiding the Society. In the midst of their endeavor, a spooky murder mystery begins to unfold.

First off, the town is given a good bit of flavor and personality. The scenario includes several small details about the town that aren't entirely necessary for the plot but enrich the roleplaying opportunities for the players. The spurned agent you're attempting to coax forgiveness from has legit beef with the Society, so it makes the players think on their toes while trying to convince her to let go of the past. The mystery is fairly by-the-book for the setting, but it's the steps along the way that keep it fun. There are opportunities present for every kind of character to shine, and several NPCs to use as foils for the player characters to strut their stuff.

While the combats aren't particularly difficult, they aren't complete pushovers for most groups, though optimized parties will make quick work of the enemies. I ran for a group of mostly newbies and a more seasoned party, and the combats kept them on their toes (though the seasoned group used some ill-advised tactics in the final fight in order to achieve that).

I'd recommend this as a lower level (read: 1-2) scenario for players, and I think it's a perfect adventure for those new to PFS. It has a little bit of everything and isn't so difficult that it will leave newcomers frustrated. Flavor trumps combat difficulty in my book, and at low levels, I'm not really going to ding a scenario for being a little bit of a pushover.


Can be a lot of fun

****( )

Played this today with a mid-tier group that ended up playing up with the 4-player adjustment. We certainly went the light-hearted route. One player commented "It's hard to feel scared when I'm rolling dice."

I agree with many others who say this wasn't that challenging, but it opens up a lot of possible fun. The GM mentioned some of the mechanics were clunky so I'll have to read it and perhaps run it myself to know the entire story.


Nice setting details, functional story, but the combats fall flat

***( )( )

I mean, it's an interesting town, there's definitely a feeling that there's quite a bit of story going on here. The GM was certainly having a lot of work navigating the script. From our perspective though, the story that actually happened was pretty straightforward, cliche even.

The definite downside to this scenario is the combats. The enemies are so feeble that you almost spend more time on rolling and organizing initiative than on actual combat.

What saves it from getting a "poor" rating from me is the attention to set-piece dressing. That was nice.


A good, fun, easy sandbox, with flaws

***( )( )

PFS sandboxes aren't easy. Reaping what we Sow does a passable job at it--its strengths are in the setting and the NPCs, as others have mentioned. And as such, if you enjoy roleplay, this can be a really fun scenario. Giving players the opportunity to carve their own pumpkins is the kind of low-key genius touch that helps players roleplay their characters in a fun way.

That said, the combat encounters are about as easy as everyone else has said. That doesn't support the horror interpretation at all. And in one situation, it's not clear just how bad things get for the PCs and the town due to some serious language sloppiness.

There's also not a lot of box text, which is fine for some and a problem for others. As you frequently find in a sandbox, some paths and approaches are better-supported than others, too.


Good scenario but combat falls flat

****( )

This scenario is a good scenario.

Reaping What We Sow:
Lots of things can happen and player choices can cause the course of the scenario to take a turn. Very sandbox, and a lot of the events don't even play out if the party goes about the scenario a certain way.

This scenario is also great for Halloween with all the Pumpkins.

Unfortunately, the combats are so easy that I just can't give it 5 stars. Every combat I ran in this was over in 1 or 2 rounds. The only reason anyone came close to injured was a crit, but then they were quickly out of danger again.


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