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Pathfinder Society Scenario #8-99A: The Solstice Scar—Version A

***( )( ) (based on 9 ratings)

Our Price: $4.99

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A Pathfinder Society Special designed for levels 1-11.

The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium.

The Solstice Scar is a multi-table interactive adventure in which each group's actions can affect neighboring groups and contribute to the entire room's success. This is an ongoing adventure that will be updated and rereleased incrementally several times each season, collectively telling a longer story while also presenting exciting stand-alone chapters.

Written by Andrew Hoskins.

Note: The Solstice Scar is a limited release scenario. It may be run anywhere by anyone, as long as there are 3 tables playing the scenario simultaneously and are in contact with each other. To inquire about access to this scenario, refer to the Organized Play Convention Support Policy.

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PZOPSS0899AE


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Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

***( )( ) (based on 9 ratings)

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Standard scenario

****( )

I played this at 5-6 and ran it at 3-4

The progression from encounter to encounter felt very much like a scenario, very little RP and lots of combat with rest in the middle.

I'm not saying that's a bad thing, it makes it go quicker if the players are on a time line and don't have too many decisions to make. 9-00 made the players discuss, and that made them loose time, but this one allowed them extra time to do extra encounters.

Spoiler:
The final encounter was confusing when I played and also when I ran for my players, we thought we had to attack the shrine at the end, and so did my players when I ran it


A modular approach with room for improvement

***( )( )

The idea of a special that is modular in the sense that it gets updated over the course of time is an interesting approach to tell an overarching epic story. You can, however, still tell that Paizo is new to this. The three parts were exactly that: three completely different parts. They felt more like quests that simply required more time, than as parts of a single story. I, as a GM, struggled to really make it feel like one cohesive story. This is a complaint I have with normal quests as well and I still consider it one of the things Paizo can really improve on.

When I look at the parts separately though, I think they were fun and diverse. The first part, namely the museum with the museum had a fun ‘difficult’ challenge and some rather interesting and diverse opponents. Everyone could contribute. It probably was my favourite part of the three. Then again, the museum is always a nice place to visit and this time was no different.

The second part was a bit awkward. While I like the fact you have to influence multiple leaders, I feel like the time to really role-play that out was far too limited. It honestly punishes players who really try to role-play more than it rewards them. The different combat encounters and objectives made sense and allows the GM to really cater towards the party.

The third part had a good role-playing portion with the influence system. It was probably the highlight of the special for me. The combats however on tier 3-4 were really disappointing. The maps are gigantic and you get zombies that are staggered and have to make their way to the PC’s. That takes ages and just a waste of time. This is just a big disappointment and issue considering this is a special and thus has a really harsh schedule in terms of time per encounter. In the final encounter, you suddenly have to field skeletons with 4 hit points each. I’m sorry, but that’s not even worth calling fodder. A single cleric will just laugh. This made the final fight extremely disappoint and anticlimactic.

Overall I’m not impressed with this special. I agree with others that it wasn’t epic enough. Certain portions were too easy, others too rushed. I will, however, say that the modular approach is a good thing and I can see it work. Finally, I’d like to point out that the biggest improvement was that it was relatively easy to prepare and that there were no unnecessarily difficult mechanics in the background to keep track of as was the case in a different special.

I’d like to advise Paizo to pay closer attention to balancing things out when version B comes out. Role-playing sections require more time than was given now and some fights need less time or actually challenging opponents that aren’t a waste of time. I also would like to see more table-interaction that’s obvious for the players and not just for the GMs. For a first attempt at a modular special, this wasn’t bad. There is, however, still room for improvement.


****( )


Serviceable

***( )( )

I ran this at Tier 7-8 at Gen Con. This felt like three quests and a special got together and had a baby. Echoing the thoughts of many, it did not feel epic enough to warrant a special. Each part was a fine story that would have made a decent scenario if expanded a bit. There didn't seem to be enough time to do the encounters, but I think that was a Gen Con problem rather than a problem with the special. It also may not have helped that for me, it followed Assault on Absalom.


It was different

****( )

I like the idea that this scenario will evolve over the seasons. I'm hoping there is a good mechanic so it doesn't feel like a flash back for 2 of the 3 parts.

I did like running some of the encounters especially those that made party go oh @#$¥.

My gripe is that getting maps that are out of print isn't fun. As much as I run scenarios I'm actually burnt out on drawing maps.the cost of ink to print them is straining my wallet too. I rather just buy the pregen printed maps.


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