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Pathfinder Society Scenario #8-12—Tyranny of Winds, Part 3: Caught in the Eclipse (PFRPG) PDF

**½( )( ) (based on 8 ratings)

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A Pathfinder Society Scenario designed for levels 3-7.

The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all.

Content in Caught in the Eclipse also contributes directly to the ongoing storyline of the Grand Lodge faction.

Caught in the Eclipse is the final scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and Pathfinder Society Scenario #8-10: Secrets of the Endless Sky. All three chapters are intended to be played in order.

Written by Jason Evans.

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Product Reviews (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

**½( )( ) (based on 8 ratings)

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Bland, uninspired, and unrelated to the rest of the plot

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You should know by now that this is not actually a trilogy, but a set of three unrelated scenarios, written by different people with very little communication or coordination between them. If you were expecting a climatic conclusion, you're going to be sorely disappointed. If not, you're probably going to be disappointed anyway because this is one of the most shallow cookie-cutter plots I've seen in PFS.

After learning more about the Elemental Lord of Air in the previous part, you are now sent to recover an unrelated and previously-unmentioned magical item. Why this macguffin is so crucial is not explained, other than that it vaguely helps in combat or something. The story nominally takes place on the Plane of Air, but this is not at all noticeable in the encounters or the plot. It might as well take place in any random city on Golarion.

Aside from that, the adventure is utterly bland. You are told to locate a contact, get a few rumors, and use those to easily find the contact. Then you fight the creatures guarding her. Then she tells you where the macguffin is, you easily find it, and then fight the creatures guarding that. And that's all there is.

The scenario is so completely forgettable, there's just nothing of substance here. It fails to do anything interesting with the Elemental Plane; has no interesting NPCs or plot twists; the combats are bland; and the goal is generic and unrelated to the rest of the season. The recovered item turns out to be unimpressive (a once-per-day fireball, essentially) and there is no eclipse, either. As the other reviews point out, everything here is either a shallow copy from somewhere else, or some of the most lazy and uninspired writing I've seen. Basically, it's all a load of hot air.

A bland ending for a dissapointing series

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It took us some time, but our group finally got round to conclude this series. Before I continue, I feel obliged to once more point out that the whole series doesn’t feel like a three-parter in the slightest. It is painfully obvious that the three authors all received an individual assignment and that there was very little coordination between them in order to ensure they were all parts of a single storyline. They do not form a cohesive whole and while that typically can be said for most multi-parters, I feel it’s a more prominent issue in this series as thing that could tie them together are just waved away.

This scenario basically has the PC’s go to a unique location, gather information, perform a daring rescue and secure an item. The NPCs are, with the exception of a certain troll and her name, once more the highlight of the scenario. I particularly liked the mapmaker and the task she set herself on. I notice a clear trend this season to make NPCs stand out more and have them be more unique. I’m not sure if that’s part of the assignment the writer received, but he did a decent job.

I think decent is also the keyword in that sentence. If having decent characters is the highlight, you can guess what the rest was like. Now, I don’t want you to guess wrongly, so I’ll just say that the biggest issue with the scenario is that it’s bland and boring. Roughly 60 percent of this scenario could have been anywhere and I really missed the ‘Plane of Air’ aspects. When those aspects did show up, they were either meaningless like the first encounter, or provide mechanics that are basically things most players don’t want to use. Even worse is the fact that it shows how poorly the parts were tuned to each other. In part 1 it’s Will saves, now it’s Wisdom checks. So while the mechanic is fun, it has now become so hard, that it’s just easier to have the majority of the party just stand still, making it a standard and less dynamic final encounter that doesn’t stand out. Then again, the same can be said for all of the encounters in this scenario.

As you can tell, I’m not the biggest fan of this scenario and this series as a whole, which is something that whoever coordinated this is to blame for. The writer tried his best introducing fun NPCs and mostly succeeded, but he failed to really showcase the Plane of Air itself. Sure, there were tidbits, but a fairly large portion could have just been anywhere. Some extra environmental effects that make sense and aren’t overly harsh would have helped a bit. Now I’m left with a feeling that I’ve not really visited the Plane of Air. In the end, I just can’t recommend this part or this series in general, which is a shame since the events that take place are important to understand the storyline of this entire season.

Good, but not great

***( )( )

This was a fun, enjoyable adventure, with enjoyable twists and thematically appropriate experiences. However, the flying mechanics are a pain in the ass that most PCs will fail. A good GM may choose to handwave some of these checks, to not let the players get bogged down by it.

Out of this trilogy, unfortunately, this conclusion is the weakest of the three. I wouldn't call it bad, by any means, but it's far from perfect.

A good start with a terrible finish

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This scenario start off well. It offers many opportunities for role playing and has a few unique combatants to tangle with. However as many of the other reviews state, the final conflict is disappointing and disheartening.

PCs have about a 33% chance (best case, including equipment and spell bonuses to assist) to a 4% chance to be able to function normally given the checks provided by the author. It was really a poor way to end the scenario and the story arc as we had great fun up to that point.

We sadly left the table with bitterness at the end (no fault of the GM) due to this. It felt like we were simply set up for failure with no warning, rolling 15 DC and still failing seems poorly designed at this tier.

Way better than the reviews suggest

***( )( )

I played this with a group of 4 in high tier and enjoyed it a lot.

Our GM did a great job to make the setting stand out and (even though he mockingly pointed out a bunch of Star Wars parallels) I thought it was very flavorful, exotic and creative. Yes, the names are a bit weird sometimes, but if you encounter someone with a particularly strange name, how about asking them about it? You might be surprised.

In terms of mechanics, it was very challenging: we played with the 4 player adjustment, which apparently nerfed the encounters very little. The final encounter was epic and we were cutting it very close. My character actually died when too much of a good idea literally blew up in his face but the team still managed to save the day by the skin of their teeth.

In summary: a decent module with some fun flavor bits and very challenging encounters. Think about where you are going and prepare accordingly!

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