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

**½( )( ) (based on 9 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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PZOPSS0812E


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Average product rating:

**½( )( ) (based on 9 ratings)

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Bad scenario

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The other reviews sum it up well, stay away from this one.


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

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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.


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Paizo Employee Community & Digital Content Director

Announced for January!


Oooh, another 3-parter with a level jump in the third act. Do we get to go Mythic again?

Paizo Employee Pathfinder Society Lead Developer

Mimo Tomblebur wrote:
Oooh, another 3-parter with a level jump in the third act. Do we get to go Mythic again?

It's a different kind of excellent.

Shadow Lodge

"Port Eclipse is an airship harbor hidden inside a gigantic, hollowed-out island[on the Plane of Air]. All of the port’s structures—docks, warehouses, inns, taverns, shops, and more—are built on the inner wall of a massive, spherical space." - Planes of Power

Can't wait.

Scarab Sages

Pathfinder Adventure Path Subscriber

Is there any information on which (if any) faction story-line this impacts?

Liberty's Edge

Pathfinder Modules Subscriber

Is there a boon for completing all three parts with the same PC, as there has been for previous trilogies?

If so, would a player who plays the first two parts with a PC with less than 4XP, but plays the third part with a 4th-level pregen (giving credit to his low level PC) get this boon?

Shadow Lodge

*bounces excitedly*

Dark Archive

Adventure Path Charter Subscriber

p.14 SINGE BRIGHTKIN (both sub-tiers)

spoiler:
Elemental Focus lists no energy. you're supposed to pick the energy when you get the feat. this seems to happen a lot in paizo stat block with this feat.

Lantern Lodge

Question regarding chronicle. Trying to keep it spoiler free, but I guess I'll just cover up just to be safe.

Kronikle ErrOR:
Regarding the chronicle I noticed something. Omitting spoilers, the line of the chronicle reads: "You may check the box that precedes this boon when purchasing the (spoiler thing) to reduce the item’s cost by to 16,000 gp (this does not stack with other discounts)."

Obviously, I see the "by to" was a typo. The item is either reduced BY 16,000 gp (making is 4,000 gp which is a steal) or TO 16,000 gp (making it 16,000 gp, which is still a pretty good discount). Just wanted to get confirmation on this.

Lantern Lodge

Okay, giving it the benefit of doubt, I gave the scenario a run through and it was not a disappointment. I took a few liberties in the execution, but the players seemed to like the end result.

Spoiler:
The adventure gets off to a rocky start. I tried to give the players an actual interrogation with the border patrol rather than trying to bombard them with guilt of racial heritage (wtf is that?). Dunno how you are supposed to get players to Bluff. After that non-combat and clue hunt, the players were itching for combat and had yet to attract any attention. As such, they maintained the element of surprise against the midboss. He and his cronies were dispatched quickly. The one thing that kept their interest was the unique descriptions of the plane of air. Visual aids helped in the clue hunt. A few printouts of plane touched races that I found on a google search to give the pcs a face to talk to.
In the final battle, the party was severely lacking in range, and seemed to be reluctant to try to utilize the directional gravity. The boss has invisibility, so I changed the tactics a bit and had him sneak up on the fighter with a whirlwind and then drop him over the edge. Forced to fall into the deep end, the players saw how simple it was to swim and the fight evolved into three dimensional combat that lasted quite a while. Much longer than part two where the combat lasted about 2 rounds.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

A big question I'm hoping for some help on before running this at the weekend please.

Plot Question:
The whole plot of this series starts with the PCs wanting to recover the codex and abacus Jamilla stole at the start. I can't see anything in the scenario covering what happened to them - can anyone point me in the right direction?

I'm pretty sure that even though everyone is supposed to be friends now, the party might just raise the subject of 'you know those highly valuable treasures you stole from us...'

Dark Archive

JulianW wrote:

A big question I'm hoping for some help on before running this at the weekend please.

** spoiler omitted **

It might be more appropriate to ask this in the GM discussion forum but the answer is:

Spoiler:
It is covered in Player Handout 1 that the Concordance is compensating the Society for the theft but what the compensation is, is not mentioned.

Scarab Sages

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Fun fun! Looking forward to more 3 parters

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