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Run this over a double slotChris Sharpe —
This scenario is not a con-scenario. It WILL run long, but it is a great one.
Really strong mystery, and the fights are incredibly challenging.
First time in 2E that playing I felt like our party was well out of depth.
We played 6 player low-tier 17 CP.
Formulaic but funChris Sharpe —
this is 3.5 stars for me, but I'm a harsh critic. I *really* enjoyed playing this scenario, because the GM had a really strong way of evoking the exploration and travel.
As-written however, the boggard encounter is pretty bland, and overall it's just "go do some stuff for me Pathfinders, cheers!"
The final boss is very swingy depending on how ruthless the GM is.
Why it can be ruthless:
The final boss is a flying enemy, so can do Fly-attack-fly spring attack style to keep out of reach, and he has an extremely high AC with the scenario effect.
Pathfinder Society Scenario #1-08: Revolution on the RiversidePaizo Inc.
Our Price: $4.99Add to Cart
Open Ended river kingdoms funChris Sharpe —
Thod's review is king! Read it.
My favourite of the debut scenariosChris Sharpe —
Where Absalom Initiation failed, this scenario delivers!
I've seen this ran both in the creepy style, and in the scooby doo style. Both work, and are fun scenarios.
The final combat I think is on the weaker side, but it's a 1-4 so I'll give it credit for that.
Every PFS player should play this scenaario IMO.
This is what a quest should be!Chris Sharpe —
The format of: 1x Skill/diplomacy challenge + 1x combat for PF2 quests I've found leaves one to be desired. Either the skill challenge is tacked on, or the combat feels forced.
This one has both feeling great! There is some good lore, and reveals some developing relationships between pathfinders and the Osiriani government. It also just has a solid combat.
5/5 for me!
A miss for meChris Sharpe —
I really like the lore behind Grehunde's Gorget and the tie in Tarnbreaker's Trail, which makes it hard to give this a poor rating.
It could easily just be a 3-star, but when presenting it as a quest it feels a bit anticlimactic. The players are expecting something crazy, but you sort of just... take damage or don't when retriving the macguffin.
A little re-write and this could be great, so it's got an alright core.
Quite solid!Chris Sharpe —
I fleshed out the introduction a little more to give it a 2hr play slot since we were playing at home, but it's quite a unique little adventure.
I like that Paizo are toying with introducing characters, or "player wide unlocks" via chronicles in quests. I hope to see this continue, because it's quite fun to recommend players get on a table to get new unique options.
Solid introduction to PathfinderChris Sharpe —
Others will go in more depth about some of the encounters being quite tough, but overall its a really solid adventure.
It gave us a good few months of content, and was a good introduction to 2E
Really strong scenarioChris Sharpe —
This scenario gets a 5* because it brings a lot of unique elements to the table
* An engaging non-combat based plot
Every part of this scenario when I think about it has something interesting. The unique enemies have strong abilities which make your players engage with them. The X-Day to solve 5 problems plot is fun, with some curve balls. It forces the players to go back to different NPCs pretty much no matter who they start with, and each one gives them new tools to work with.
Finally: It was surprisingly easy to prepare. Some scenarios are very complex for the player complexity they give. This was very simple, and yet my players had a blast.
This just topped Flooded King's Court as my "want to spend GM-Replay boon to GM this scenario twice"
I find these adventures way to campChris Sharpe —
It's really hard to write a scenario to debut your organised play and edition, I'm definitely understanding of that, however this scenario now has to hold the test of time for whether you'd want to play it later on.
The answer is no.
Balance is off, because the challenge point system hadn't been put in place, the tons of small quests and a pathfinder party isn't great, and then on top of that there is so much space dedicated to repeatability.
It's a pity, because I don't want to repeat it.
There are tons of great scenarios in this OP campaign, this one just isn't one of them.
As DiodotusChris Sharpe —
I think the goblin silliness saves it from being a 1* but all the interesting aspects to this scenario were names of goblins that I created rather than the scenario.
Goblin silliness and freeform in part B saves it from 1*
Complex, but interesting scenarioChris Sharpe —
I'm glad to see that Paizo are exploring different styles of adventure for year 1. This is a very open ended scenario which rewards a strong roleplay focussed GM, and creative players.
It loses a couple of stars for me, for two reasons:
1) The fear of the main foe simply isn't there. I heard others complain that there was no foreshadowing for the big beasty at the end. I made sure I focussed on the foreshadowing, but my group didn't attach to it. Instead they knew the end would be a combat with a nasty native creature, and they also didn't feel threatened. I think an earlier encounter with the creature, or a second combat would help it a lot, but that could just be me.
2) The beasty is NASTY. For lv1 players, this would be just as deadly as the Sandstone secret. This very nearly TPK'd my new players ripe at 11 XP. I like that we have threatening monsters, but I'd prefer them to stick to Tier 3-4 and upwards.
Unlike the others, I really like thisChris Sharpe —
This scenario isn't like the others, in that it's a *hard* combat scenario. My table really enjoyed this, and roleplayed the heck out of the travel.
I named the two horses Persephone and Machete, because otherwise there isn't much chance to inject my own voice into characters on the way, and that was all my players needed to go hard.
The final encounter was overly stylised, making it very hard for our Pregen Sorcerer to do much. That said, I like encounters which make you play differently and this one succeeded on that.
Overall, I was happy with this, and I'd run it again.
I really wanted to like this oneChris Sharpe —
The combat is quite cool, especially the water themed pub. I found it quite shallow though, with not enough meat to the situation to make it feel like anything more than a pub fight.
A part of a longer adventure I think this would easily hit 4 stars though, and I appreciate the attempt. Keep experimenting Paizo!
Would have been 2 stars in August 2019, but now it's 4Chris Sharpe —
This quest has good lore, and a good challenge for the combat encounters.
On release day this would have been a nightmare. Pregens, players who don't know how to play characters well, it'd have been a death trap!
It was nearly death for us, and I had players who knew how to build characters and play well, and even had decent luck.
Best 2E PFS scenario yetChris Sharpe —
To the author who decided to include acting out a play in a scenario: Hats off to you!
It's a good mix of combat, exploration, and history into Absalom, which gives it a 4/5 rating I'd say. The play just takes it over the top.
To anyone GMing: Use the GMShared Prep play PDF. It is the icing on the cake: Link to GM Shared Prep
A good introduction to PFS2EChris Sharpe —
This was the first PFS2E scenario I GM'd, and I chose it on face value because I was interested in the Lastwall -> Gravelands transition that occured post Tyrant's Grasp. I wasn't disappointed.
It's a simple yet compelling background: This is our one opportunity to retrieve artifacts from old Lastwall, and find MIA agents.
Because I enjoyed the military theme presented in #5-02 The Wardstone Patrol, you can take this scenario in the same direction and be well rewarded.
The combats are nothing special, outside of the final encounter which was mega tough for our group. Tough in a good way though, and the PCs were worried for the latter half of the fight.
Would recommend this adventure to others looking to learn more about the Gravelands and rural Lastwall.
Awesome background, pretty cool executionChris Sharpe —
The political incentive of creating a trade route avoiding Druma is really compelling, and gives a lofty goal for level 1-4 characters. The in character descriptions are quite light for why it's important to Isger, but can be easily communicated using the info in the adventure background.
In play, there is a nice mix of roleplay/skill based investigation, combat, and in between. The Mountain goats, oh the goats! They can be combat or another skill based encounter. Mechanically simple, and yet the addition of the cliff makes the encounter memorable.
This adventure does rely on Nature/Athletics/Survival heavily, punishing characters who are missing these skills. Also since it's over multiple days the adventure allows casters to nova.
Overall Trailblazer's Bounty is well worth the shortcomings for such a delightful portrayal of "Oregon Trail: Menador Mountains".