paizo.com Recent Reviews of Pathfinder Society Scenario #9-10: Signs in Senghor PDFpaizo.com Recent Reviews of Pathfinder Society Scenario #9-10: Signs in Senghor PDF2020-10-16T03:17:12Z2020-10-16T03:17:12ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: All the Good Stuff, in Good Proportion (4 stars)Jhaemanhttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2020-10-16T03:14:28Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>NO SPOILERS</p>
<p>Ok, the caffeine has kicked in so it’s time to write a Pathfinder review! I played <b><i>Signs in Senghor</b></i> online through play-by-post. It didn’t make much of an impression on me, but reading through the scenario, I can see it has all the elements for a solid adventure. It has an interesting plotline, great artwork, interesting NPCs, strong attention to detail, and some exciting bits. Perhaps playing it a little bit at a time over the course of several weeks kept all these elements from coalescing for me.</p>
<p>[Spoiler omitted]</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>NO SPOILERS</p>
<p>Ok, the caffeine has kicked in so it’s time to write a Pathfinder review! I played <b><i>Signs in Senghor</b></i> online through play-by-post. It didn’t make much of an impression on me, but reading through the scenario, I can see it has all the elements for a solid adventure. It has an interesting plotline, great artwork, interesting NPCs, strong attention to detail, and some exciting bits. Perhaps playing it a little bit at a time over the course of several weeks kept all these elements from coalescing for me.</p>
<p>[Spoiler omitted]</p>Jhaeman2020-10-16T03:14:28ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: I love this scenario! (5 stars)Jessica Catalanhttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-11-16T16:05:37Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>I adored this scenario. Absolutely loved it! There's a great collaborative chase scene, plenty of NPCs to role-play with, enemies you can try to befriend, moral dilemmas, dynamic battles, and the option for your players to use multiple methods to get things done. Just awesome. I have both GMed and played this scenario as a player and had a blast on both sides of the screen. </p>
<p>In addition to being great fun for adults, I would like to point out that I've even GMed this scenario for children, and they had an absolute blast. Those of you looking for a scenario that is enjoyable for younger players or whole families, definitely give this one a shot!</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>I adored this scenario. Absolutely loved it! There's a great collaborative chase scene, plenty of NPCs to role-play with, enemies you can try to befriend, moral dilemmas, dynamic battles, and the option for your players to use multiple methods to get things done. Just awesome. I have both GMed and played this scenario as a player and had a blast on both sides of the screen. </p>
<p>In addition to being great fun for adults, I would like to point out that I've even GMed this scenario for children, and they had an absolute blast. Those of you looking for a scenario that is enjoyable for younger players or whole families, definitely give this one a shot!</p>Jessica Catalan2018-11-16T16:05:37ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: Signs of good things to come (4 stars)TheDegradedhttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-05-01T07:45:16Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>Just like Ascalaphus, I GM’ed this scenario at low tier and just like him, I enjoyed the straightforward plan and mechanics that were involved. It took a bit of preparation and note-taking during the session, but it wasn’t too bad. The cheatsheets on pfsprep really help as well and I really recommend them. They’re easy to use and incredibly helpful, so be sure to check them out. </p>
<p>The combats and skillchecks were okay. There’s plenty of opportunities to roleplay and players will be forced to make multiple important decisions that will influence how the rest of the scenario plays out. I like that. It’s like being forced to pick road A or B, without really realizing it has a major impact. It’s subtle, yet effective. I'd definitely like seeing these kind of choices more often. </p>
<p>There were, however, a few things that did bug me as a GM. There’s an opportunity to talk to some interesting opponents, but you require a language that is really rare. I like the fact there’s that option, but it just felt weird to me as it’s just not going to work. Some alternatives could have been interesting, though with an extra difficulty perhaps. The optional encounter, depending on the way the story unfolds, might also make little to no sense to the players and there’s a chance it doesn’t get explained if the players don’t have the appropriate skills. That would personally haunt me and would leave me annoyed were that to happen to me. That said, I'm really nitpicking here.</p>
<p>In short: this scenario did a great job starting/continuing a storyline and I’m curious to see where it’ll lead to. Given the fact that the players were having a blast of the time (and at some point were laughing uncontrollably), I think that it caters to everyone’s needs. It’s a bit straightforward, but also offers some freedom to the players on how to tackle certain situations. Choices you make throughout the scenario really matter and indeed influence the potential outcome of other parts. It’s simply a solid scenario.</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>Just like Ascalaphus, I GM’ed this scenario at low tier and just like him, I enjoyed the straightforward plan and mechanics that were involved. It took a bit of preparation and note-taking during the session, but it wasn’t too bad. The cheatsheets on pfsprep really help as well and I really recommend them. They’re easy to use and incredibly helpful, so be sure to check them out. </p>
<p>The combats and skillchecks were okay. There’s plenty of opportunities to roleplay and players will be forced to make multiple important decisions that will influence how the rest of the scenario plays out. I like that. It’s like being forced to pick road A or B, without really realizing it has a major impact. It’s subtle, yet effective. I'd definitely like seeing these kind of choices more often. </p>
<p>There were, however, a few things that did bug me as a GM. There’s an opportunity to talk to some interesting opponents, but you require a language that is really rare. I like the fact there’s that option, but it just felt weird to me as it’s just not going to work. Some alternatives could have been interesting, though with an extra difficulty perhaps. The optional encounter, depending on the way the story unfolds, might also make little to no sense to the players and there’s a chance it doesn’t get explained if the players don’t have the appropriate skills. That would personally haunt me and would leave me annoyed were that to happen to me. That said, I'm really nitpicking here.</p>
<p>In short: this scenario did a great job starting/continuing a storyline and I’m curious to see where it’ll lead to. Given the fact that the players were having a blast of the time (and at some point were laughing uncontrollably), I think that it caters to everyone’s needs. It’s a bit straightforward, but also offers some freedom to the players on how to tackle certain situations. Choices you make throughout the scenario really matter and indeed influence the potential outcome of other parts. It’s simply a solid scenario.</p>TheDegraded2018-05-01T07:45:16ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: Now this is how you set up a bigger story to come (5 stars)Ascalaphushttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-02-25T09:13:15Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>Perspective: GMed this at low tier.</p>
<p>I think this scenario does "taking the offensive against the Aspis" well - it's got a straightforward plan and reasonable mechanics. And of course no plan ever survives contact with the not-so-uninhabited ruin.</p>
<p>Afterwards the scenario very deftly anticipates the players taking different approaches to completing their mission and either of them is "correct", making this scenario much less of a dumb railroad than many of its peers.</p>
<p>The combats I found to be fair but challenging. Likewise for the other mechanics; the difficulty seemed to be at a sweet spot where a regular party can do what is really needed but it takes something extra to get 100% score, and only the hopelessly incompetent or bitterly unlucky party should court total disaster.</p>
<p>Set-up stories often get a bad rap because they feel like they don't have a satisfying conclusion of their own. This scenario elegantly dodges that problem. When you finish it you'll feel like you accomplished something.</p>
<p>There's a lot of backstory in the GM preamble that the PCs won't find out, but in this case I don't think that's a flaw. I'm pretty sure it's being saved for a later installment in this story arc, but the GM is being clued in a bit so he actually understands the context of <i>this</i> story.</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>Perspective: GMed this at low tier.</p>
<p>I think this scenario does "taking the offensive against the Aspis" well - it's got a straightforward plan and reasonable mechanics. And of course no plan ever survives contact with the not-so-uninhabited ruin.</p>
<p>Afterwards the scenario very deftly anticipates the players taking different approaches to completing their mission and either of them is "correct", making this scenario much less of a dumb railroad than many of its peers.</p>
<p>The combats I found to be fair but challenging. Likewise for the other mechanics; the difficulty seemed to be at a sweet spot where a regular party can do what is really needed but it takes something extra to get 100% score, and only the hopelessly incompetent or bitterly unlucky party should court total disaster.</p>
<p>Set-up stories often get a bad rap because they feel like they don't have a satisfying conclusion of their own. This scenario elegantly dodges that problem. When you finish it you'll feel like you accomplished something.</p>
<p>There's a lot of backstory in the GM preamble that the PCs won't find out, but in this case I don't think that's a flaw. I'm pretty sure it's being saved for a later installment in this story arc, but the GM is being clued in a bit so he actually understands the context of <i>this</i> story.</p>Ascalaphus2018-02-25T09:13:15ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: My experience was only 2 or 3 stars, but I can tell the module is better. (4 stars)aboydhttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-02-09T10:35:25Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>When I played through this, it seemed obvious that the GM had merely skimmed the product. I could sense that this scenario was <i>trying</i> to be much more fun than the GM was allowing. The chase scene and social challenges? It was all boiled down to 5 minutes of quick die rolls. Very anti-climatic. But enough of that, let's review this!</p>
<p>Your PCs are going to the abandoned village of Boali, in the Mwangi Expanse. It's the jungle, baby! Here's the basic quest/idea. The Aspis guys are digging up Boali, looking for relics, but probably without permission. The nearby town of Senghor would likely frown on that. So go find evidence that the Aspis dudes are trashing the place and get Senghor worked up about it. Then the Pathfinder Society can swoop in and say, "Well WE would do things <i>legally,</i> so you should kick out the Aspis Consortium and let us in!"</p>
<p>There are a lot of mini-games in this product, which is partly why I felt like it was <i>supposed</i> to be a 4-star module, even if I wasn't getting that experience. There is a skill check thing at the beginning, and there are the usual chase rules, another diplomatic schmoozing mini-game, and a sort-of "rescue" mini-game. Oh, and some combat stuff, which I found to be far more exciting when I read the product. There are cool terrain issues that could materially affect the encounters — I didn't really see much of that on my play-through, but reading it I can see it could make for some good challenges.</p>
<p>A note for GMs: one encounter in particular was bugging me even before I bought & read the product. Just playing it I knew something was off. It turns out, I was right. So if you are GMing this, please read this:</p>
<p>[Spoiler omitted]</p>
<p>Overall, I enjoyed this game — more from reading it than playing it, but still. I'm dying to run it. I think the chase scene could be spectacular. I think the social scene could be hilarious. I think the fights could be very dynamic, with lots of terrain issues to explore (both for the monsters and for the PCs — lots of fun options listed in the product). If your local Pathfinder Society branch is offering this game and you know the GM is good at all the Paizo mini-games, then go for it and have a great time. If you hate these mini-games then maybe stay away from this product (although to be fair, you could play this product just for the fights — if your GM does it right, the fights are enjoyable regardless of whatever happens with the rest of the adventure).</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>When I played through this, it seemed obvious that the GM had merely skimmed the product. I could sense that this scenario was <i>trying</i> to be much more fun than the GM was allowing. The chase scene and social challenges? It was all boiled down to 5 minutes of quick die rolls. Very anti-climatic. But enough of that, let's review this!</p>
<p>Your PCs are going to the abandoned village of Boali, in the Mwangi Expanse. It's the jungle, baby! Here's the basic quest/idea. The Aspis guys are digging up Boali, looking for relics, but probably without permission. The nearby town of Senghor would likely frown on that. So go find evidence that the Aspis dudes are trashing the place and get Senghor worked up about it. Then the Pathfinder Society can swoop in and say, "Well WE would do things <i>legally,</i> so you should kick out the Aspis Consortium and let us in!"</p>
<p>There are a lot of mini-games in this product, which is partly why I felt like it was <i>supposed</i> to be a 4-star module, even if I wasn't getting that experience. There is a skill check thing at the beginning, and there are the usual chase rules, another diplomatic schmoozing mini-game, and a sort-of "rescue" mini-game. Oh, and some combat stuff, which I found to be far more exciting when I read the product. There are cool terrain issues that could materially affect the encounters — I didn't really see much of that on my play-through, but reading it I can see it could make for some good challenges.</p>
<p>A note for GMs: one encounter in particular was bugging me even before I bought & read the product. Just playing it I knew something was off. It turns out, I was right. So if you are GMing this, please read this:</p>
<p>[Spoiler omitted]</p>
<p>Overall, I enjoyed this game — more from reading it than playing it, but still. I'm dying to run it. I think the chase scene could be spectacular. I think the social scene could be hilarious. I think the fights could be very dynamic, with lots of terrain issues to explore (both for the monsters and for the PCs — lots of fun options listed in the product). If your local Pathfinder Society branch is offering this game and you know the GM is good at all the Paizo mini-games, then go for it and have a great time. If you hate these mini-games then maybe stay away from this product (although to be fair, you could play this product just for the fights — if your GM does it right, the fights are enjoyable regardless of whatever happens with the rest of the adventure).</p>aboyd2018-02-09T10:35:25ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: Fun times in the Mwangi (4 stars)Chance762https://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-02-05T21:09:20Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>This is a great scenario that is a spiritual successor to some earlier adventures in the Mwangi Expanse. A lot of fun that keeps the pace and action high. More details in the spoiler.</p>
<p>[Spoiler omitted]</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>This is a great scenario that is a spiritual successor to some earlier adventures in the Mwangi Expanse. A lot of fun that keeps the pace and action high. More details in the spoiler.</p>
<p>[Spoiler omitted]</p>Chance7622018-02-05T21:09:20ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: Very Enjoyable (5 stars)Snowy Bhttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-01-27T12:15:54Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>I have run this one twice now, once in each tier, and both groups were effusive in their compliments regarding the role-playing involved and [Spoiler omitted] It's one of the most enjoyable scenarios I have run for a while and I'm looking for opportunities to do so again.</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>I have run this one twice now, once in each tier, and both groups were effusive in their compliments regarding the role-playing involved and [Spoiler omitted] It's one of the most enjoyable scenarios I have run for a while and I'm looking for opportunities to do so again.</p>Snowy B2018-01-27T12:15:54ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: Good scenario with one glaring flaw (2 stars)pauljathomehttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-01-18T19:05:01Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>This was a pretty decent scenario (not great, but a solid 3-4 star scenario) except for one Glaring Flaw.</p>
<p>There was a fair bit of roleplaying, some exploration, some interesting encounters, a new place to go. All good things.</p>
<p>[Spoiler omitted]</p>
<p>And then we come to the
<br />
[Spoiler omitted]</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>This was a pretty decent scenario (not great, but a solid 3-4 star scenario) except for one Glaring Flaw.</p>
<p>There was a fair bit of roleplaying, some exploration, some interesting encounters, a new place to go. All good things.</p>
<p>[Spoiler omitted]</p>
<p>And then we come to the
<br />
[Spoiler omitted]</p>pauljathome2018-01-18T19:05:01ZPathfinder Society Scenario #9-10: Signs in Senghor PDF: Well written adventure (4 stars)andrewwhttps://paizo.com/products/btpy9x0u?Pathfinder-Society-Scenario-910-Signs-in-Senghor2018-01-08T21:52:30Z<p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>I played this today and thoroughly enjoyed it. It has a nice mix of social, intrigue, combat and exploration elements as well as having a great call back to a season 6 scenario. </p>
<p>I would recommend playing it. </p>
<p>I have now also run this. If I could I would knock off half a star due to issues with editing. I would not run this cold, make sure to read, reread and then go back over it again. Once you are done scratching your head go over to the GM thread and decide from the various options there how it is supposed to run. </p>
<p>Overall though still a very enjoyable scenario. Please however use a more readable font for your handouts, the Exchange letter is rubbish.</p><p><b>Pathfinder Society Scenario #9-10: Signs in Senghor PDF</b></p><p>I played this today and thoroughly enjoyed it. It has a nice mix of social, intrigue, combat and exploration elements as well as having a great call back to a season 6 scenario. </p>
<p>I would recommend playing it. </p>
<p>I have now also run this. If I could I would knock off half a star due to issues with editing. I would not run this cold, make sure to read, reread and then go back over it again. Once you are done scratching your head go over to the GM thread and decide from the various options there how it is supposed to run. </p>
<p>Overall though still a very enjoyable scenario. Please however use a more readable font for your handouts, the Exchange letter is rubbish.</p>andreww2018-01-08T21:52:30Z