Gold Dragon

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RPG Superstar 6 Season Star Voter. ** Pathfinder Society GM. 3,101 posts (3,128 including aliases). 184 reviews. 2 lists. No wishlists. 19 Organized Play characters.

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Extremely flavorful offering


Opal is a mix of roleplay and skill checks and is one of the most flavorful scenarios in Pathfinder Society.

As many have mentioned, the scenario shows you a culture you have never seen before, which was the highlight of the scenario. I wish more scenarios were like this, because it just didn’t tell us about the culture, it showed us the culture.

The big drawback to this scenario is that it runs long. My session ran 6-7 hours.

One of the things that PF2 isn’t doing well in its scenarios, is making skills checks fit into an awkward, very mechanical, non-creative, obstacle framework. The obstacle framework kills creativity and just doesn’t work most of the time.

”For example in the dance”:

Why could PCs only fly up on pollen using a certain method a certain number of times for the group? Just because one PC used a certain method to ascend, why would it limit someone else?

If anything, individual PCs should have only been able to ascend using a certain methodology only once or twice per phase (it can only get them so high).

”For example in the jungle”:

For the mites, if someone makes insect repellent, can’t they share it with everyone? Why does it only affect their check? Or Bhopan Lore, Nature, or Survival, if that PC is avoiding the pools and others are following them, doesn’t it stop the mites for everyone? Why is medicine one of the checks when the PCs should still be suffering long term ability debuffs (drain 1) and can easily heal up using Treat Wounds anyway?

As others have noted, there was no timeline to these checks, although I allowed my PCs a 10 minute rest without penalty in my game.

With Obsidian Shards, if someone is clearing a path with Survival or Thievery, doesn’t it clear a path for anyone following them? Why does everyone need to make a check?

For the Shrapnel Tree, shouldn’t Survival be one of the skills? Why doesn’t Bhopan Lore and Nature give you the ability to avoid the trees, but no one else in your party benefits? Why does everyone need to make the check?

The bottom line is that the obstacle mechanic needs to allow for some flexibility, because it just doesn’t make sense that everyone roll when one PC can guide (or protect) the other PCs.

Also, the edge point mechanic didn’t really work in the masquerade, my PCs earned too many edge points (12 edge points), meaning it was basically impossible to fail the dance since they needed only 18 dance points. I made them do it anyway. The edge points might have been better implemented as free re-rolls, or perhaps not at all. A highly skilled group was already going to succeed at the dance, the edge point mechanic just made it so that highly skilled group didn’t even need to do the dance.

At subtier 5-6, on paper the fights looked deadly, when in fact they were cake walks for my group.

”The first fight”:

In the first fight, the positioning of the Bilokas was problematic. I started them in the SW corner of the map, so they needed to spend an entire round just moving to the action (and they are not that fast). They were never really in the fight, and because they all had to move so far towards the log, they were in fireball formation and were dispatched before even the dryads were dead.

The method for opening the vault wasn’t well described and my game stalled there after delivering too much damage to my PCs.

Again, I’m not sure how you do this scenario in 4 hours without a lot of handwaving and calling off battles when you know the PCs will win.

The custom art in this scenario was fantastic.

Overall: A very flavorful journey and one of the best examples of how trips to foreign lands should be in Pathfinder Society.

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Seven is hit or miss


Seven is a skill-based scenario with limited combat and roleplay.

Seven is a short 2-hour scenario that is difficult for a GM to run well the first time.

There is no roleplay in this scenario. I advise anyone who runs it to allow a conversation with the students and the principal before they investigate. It will also help a lot with the story.

The mystery is really awkward and is not done well IMO. I wish skill checks were done more organically, for example, if you succeed on a craft check, you learn this. If you succeed at an Occult check, you learn this. But somehow, you get to pick between 4 skills (which in many cases made no sense) and then get information unrelated to those skills. The mysteries were also not mechanically relevant at the end, not even for reporting. Sigh.

”The shed”:

I’m not sure what opossums are like in Seattle, but where I live, opossums don’t have the same attack stats as velociraptors. Just saying. The tough opossums have 35 hp?

The final encounter, and how it is meant to be run, is not explained well. As such, you’ll have huge amounts of variation as GMs try to do what was intended. For many groups, it will be a dissatisfying conclusion.

I had one group dislike this scenario and one (kids) group thought it was OK.

Overall: I like that Seven is a different type of scenario, but ultimately the limited roleplay, uninspiring mystery, and final encounter will make it dissatisfying for some players.

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Most used mini


I can't believe this mini is my most used non-PC mini.

I use it mostly for zombie brutes. But it's a great fill-in for many different large opponents. The mini is so gross and creepy, everyone appreciates it.

Anyway I just wanted to give a thumbs up to this mini.

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Connect the dot skill checks


Never is a skill-based scenario with some roleplay.

A lot of the scenario is spent with the GM reading box text and exposition. And the players rolling skill checks that are specified at each location. As I've mentioned in other reviews, it's not a satisfying experience and is a really cheap and lazy way to make scenarios. Go here, read description, use skill XYZ, next.

The roleplay is mostly with the skull, is mostly exposition, and will vary from table to table. For us it was OK only.

The combat encounters were almost identical to any combat encounter you’d have in a level 1 scenario. Fighting creatures we’ve fought many times before. We’re in Quantium, arguably one of the weirdest and most advanced cities in Golarion. I felt the encounters could have used creatures not typically seen, or who were unique. At least skinned differently?

”The encounter in the bar made no sense”:

Why would low level human ruffians try to extort money from a bar that features a half man half scorpion that could probably solo kill them even if she didn’t have bard levels?

In my mind, in Quantium the average citizen/creature is between level 5 and 9. So why would a level -1 creature try to do anything other than avoid getting squished?

And why did they become our servants and fan boys after we scared them off?

Again, I dislike the cartoony season 4 artwork and much prefer artwork from previous years of Pathfinder.

”Detailed rating”:

Length: Short (3 hours).
Experience: Player at subtier 1-2 (6 players, 14 challenge points).
Sweet Spot: ?
Entertainment: See above. (3/10)
Story: I thought the story was shallow and disappointing. I also dislike Paizo pushing real world political agendas. (2/10)
Roleplay: Mostly monologue. (2/10)
Combat/Challenges: Mundane encounters that could occur in any scenario. (4/10)
Maps: I dislike using Starfinder maps in Pathfinder, but for Quantium it worked. (8/10)
Boons: Achievement points. (3/10)
Uniqueness: Another research scenario. (2/10)
GM Preparation: ?.

Overall: Connect the dots, without any PC agency, through a city that should have been much more interesting than it was. (4/10)

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Does success matter?


Wonder is a skill-based scenario with mundane encounters, and several interesting NPCs.

Before continuing the review, I just want to say that I really dislike the cartoony season 4 artwork. Please, stop, have Pathfinder use more realistic artwork like we had in season 3 and previous years.

This scenario featured too many skill checks. Random skill checks are not fun, and it feels like this is the direction that many scenarios are taking. It’s really a cheap and uninteresting way to make scenarios. Go to this location and roll X, Y, or Z skill. Yawn.

To make matters worse, this scenario had some of the most cliché and mundane encounters you could imagine for level 1.

At the end we failed (multiple times), it seemed we were dead, but everything was OK.

”Detailed rating”:

Length: Short (3 hours).
Experience: Player at subtier 1-2 (6 players, 14 challenge points).
Sweet Spot: ?
Entertainment: See above. (5/10)
Story: The start of an interesting story. (4/10)
Roleplay: Some unique NPCs, but not that much interaction. Monologue. (6/10)
Combat/Challenges: Most mundane, one was so cryptic we didn’t know what to do. (4/10)
Maps: Good, but the scenario supported that we work separately, and the true scale of the map was so huge, it took rounds to help anyone who needed it. Also, it was so big the GM didn’t even bother to print it out or try to map it, we just had a page print out and approximated where we were. (4/10)
Boons: Achievement points. (3/10)
Uniqueness: Another research scenario. (2/10)
GM Preparation: ?.

Overall: Skill check hell followed by confusion and failure, interspersed by the most mundane encounters you could imagine at level 1. Year of Wonder? +1 star for the NPCs.

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You need an 8 hour slot


Crossroads is a scenario that is mostly investigation and roleplay punctuated by several extremely deadly encounters.

It’s essentially what every one else is saying. Although I rated it as 5 stars for my home game (I modified the scenario), it is probably 2 stars when it comes to a 4-hour slot.

The most obvious problem is that the scenario took 7 hours, and I removed the first encounter (as was suggested in the reviews).

This scenario is a sandbox (there are many ways to solve it) but the way that the scenario is written, it ASSUMES certain choices will be made. If you plan to GM this, you will need to spend a lot of time preparing it and understand the motivations of the NPCs and the choices the PCs have. It’s not super clear and a lot goes unsaid. This scenario isn’t a railroad, some GMs just didn’t prepare enough and/or have enough imagination.

You can get stuck if a certain NPC dies, and the scenario doesn’t explicitly tell you the alternatives and leaves it to the GM to make them up.

The encounters (as written) are not simple, can be extremely long and drawn out, and are potentially deadly. The problem is, there’s more than 1 encounter like this, and it doesn’t work in the time constraints.

”Encounter bits I didn’t like”:

Like others have said, the first encounter was pointless and a time waster, in a scenario with no time to waste.

I found the bathtub encounter wasn’t good. Isolating a PC and then potentially killing them if they don’t have the required skills is not great IMO. Nothing anyone can do to help them either. Also I didn’t like the binary nature of it, either the PC takes no damage or they are dead. The creatures just add insult to injury.

The hallway encounter is also long and drawn out and came close to wiping us out, moreso than the final encounter, and even so, I made it easier to detect the enemies. And interesting encounter, but definitely not “moderate”.

And then the last encounter. Instead of it just ending like that, which is completely anti-climatic, why doesn’t she lose HP every round? Also, the PCs need to get a description of what is happening, if you have the event come out of nowhere, it's not good.

And then ending… OK, after all of that, how brutal is it being buried alive? It actually happened to one of our PCs, luckily I didn’t need to fudge anything, she was a druid and turned into a mole and dug her way out. Still… geez.

Overall: If you have 8 hours to play this, I think it’s worth it. Everyone loved it. (9/10).

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Awesome Urban Sandbox - Bad Plot Hooks


I'm giving this book 4 stars more for its potential and the framework surrounding Korvosa and the campaign. You can use Anarchy "out of the box" but IMO you need to tweak it.

The main problem with this book are the plot hooks. They're just terrible. The main plot hook that unites the PCs is revenge. Not only is this goal dead simple of accomplish, but it's over in one session, with nothing remaining to keep the group together. To keep this AP going, it's imperative that the PCs care about Korvosa and wouldn't want it destroyed. Instead, if you make the AP about revenge, it feels forced to keep the PCs together because in reality they would probably go their separate ways after XXX is dead. This is a significant weakness.

Bad Plot hooks:

I modified the Lamm plotline (and had him escape) to have him live much longer, and by then it felt more natural for the party to stay together.

The other plot hooks are weak as well, working for the city guard. My group had absolutely no interest in this and I re-wrote this entire section, keeping the framework only. There are other events that also need to be changed, mostly to be more realistic and less overly dramatic (griffons crashing out the sky... really?).

But if you fix the plot hooks (to something the players might like) the framework of the encounters are good.

The other significant problem with Anarchy is that it wasn't made for Pathfinder. In 3.5, a CR 1 fighter was level 1 (and weaker than the PF version). In Pathfinder, a CR 1 fighter is level 2. If you look hard enough, there are fan based resources that can help.

I also felt that too much word count was spent on NPCs that didn't matter and had backgrounds that would never be known (Ex. Vancaskerkin).

Another criticism is that some of the mini games aren't relevant. Knivsies is cool, but not if it's easy to kill Devargo without bothering. Harrow points ... could have been better (I made them allow free rerolls).

Although that seems like a lot of criticism for this book, it has the outline to be a fantastic experience. You can basically put whatever "spin" on the locations and NPCs you wish. There is fun to be had.

The NPCs in this book are also compelling (if given a chance), which is a strength of this book. When I ran it, we did a lot more roleplaying than the book suggests.

So by all means, play Anarchy, it's great. But just realize that you'll have to do some work to make it awesome. 

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Completely Uninspired


Struck is a combat-based scenario that is very repetitious and uninspired. No roleplay, no investigation. And at no point was it challenging.

”Why the enemy isn’t good”:

I’ve yet to see a situation where multiple rogues are a viable threat. A Fighters attack of opportunity destroys them, a barbarians/rogues Deny Advantage power heavily reduces damage. Rogues are unable to mount any kind of offense except perhaps against wizards and other spellcasters.

An encounter that was supposed to be severe ended up being a cake walk.

I was looking forward to the boss fight and thought it might present a challenge but he died in 1 round too. Sigh.

I agree with the incompetent review. One punch will leave the enemies crying for mommy.

Important information was missing from the scenario, such as what happens if the PCs rest 10 minutes? 20 minutes? 2 days? It also didn’t talk about light sources.

The scenario was easy to read, but several things could have been simplified even further. Such as the items that were given to the PCs.

”Detailed rating”:

Length: Short (3 hours).
Experience: GMed at subtier 3-4 at CR 15 (5 PCs level 4).
Sweet Spot: ?
Entertainment: The players actually liked it. (7/10)
Story: Hardly any. I took the time to talk about how many Pathfinder died trying to defeat the Whispering Tyrant and how hardly Pathfinder exist anymore. They needed to resort to hiring Hobgoblin guards. (2/10)
Roleplay: Very little. (2/10)
Combat/Challenges: Too easy, but my players liked slaughtering everything for a change. (6/10)
Maps: Nothing special but it fit the theme. (7/10)
Boons: Nothing. (1/10)
Uniqueness: The lodge gets attacked a LOT, but it was OK in this context. (3/10)
GM Preparation: Easy to prepare and easy to read.

Overall: If you need something that is fast to prepare and play, where your players just want to kick down the door and fight easy enemies, this could be good for you.

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Standard Dungeons and Dragons


Confirmation is a mix of investigation followed by a dungeon crawl.

The best part about Confirmation is the main NPC, Rains. He is cute, unwise, and can add fun to the party.

Paizo needs to understand what make a good renewable story. It’s not about changing monsters necessarily, it’s about subtle changes to the story, or what needs to be done.


For example, at the end, the runes were resolved with Thievery. But what if they weren’t runes, what if they were faces engraved into the column and we needed to talk to it? What if we needed to fix the column with Crafting to stop it from malfunctioning? What if approaching the column causes the dungeon to collapse and we just needed to escape? You see, that’s an interesting change. Changing a ball python to a giant frog isn’t a meaningful change.

The main problem I have with this scenario is that there is no theme around the encounters. It's just random creatures, thrown together. I really dislike this. The repeatable nature of this scenario doesn’t add anything for the player and makes it more inconvenient to prepare for the GM, adding word count where it's unneeded.

”I tried to fix this by”:
I tried to make it an elemental theme (because of the summoning runes), by picking the Living Boulder, Mudwretch, and Snapping Flytrap. None of the other “themes” made any sense.

The Necrophidius should not have been included as a summons, it’s a construct.

There was also some redundancy that added to the word count.


The stat block of the ANCIENT SUMMONING RUNE didn’t need to be added again and again.

One last comment. If you want your scenario to be found, put it in a season. For months I missed this one because it’s at the bottom of the main page, uncategorized. Or perhaps put it in both a season and at the bottom of the main page, like you do with other introduction scenarios.

Overall: An OK scenario with a cute NPC. (7/10).

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Trials of fun


Trials is an equal mix of investigation, puzzles, and combat.

Whatever this scenario was when it was first released, is not what it is now.

Except for the final combat, the combats and challenges are relatively easy and even my group of children age 7-11 were able to figure everything out.

I thought the investigation was great, if roleplayed (instead of just checks), it can be memorable.

The puzzles were also fun and not overly difficult either, perhaps too easy.

The combat was also reasonable and without risk.

Detailed rating”:

Length: Long (5+ hours) without optional encounter.
Experience: GMed twice at subtier 1 with 4 PCs each time.
Sweet Spot: N/A
Entertainment: The scrolls had fun roleplay, Spells had decent puzzles, Swords was unique. (9/10)
Story: Was good to know the deans. (8/10)
Roleplay: Scrolls can deliver if you don’t rely as much on skill checks. (8/10)
Combat/Challenges: Everything was tuned right except for the final encounter. The assassins could be unfun and a killer. I used the dining room and they almost lost there too. (9/10)
Maps: I like the map for Scrolls. (8/10)
Boons: Standard. (7/10)
Uniqueness: The idea wasn’t unique but the implementation was well done. (9/10)
GM Preparation: Fairly easy.

This is a fun scenario. The only problem with this scenario is that I found that it runs long (5+ hours).

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A fun adventure


March is a combat based scenario with some skill challenges.

March is just a solid adventure. Having said that, some of the story was lost with convoluted explanations. I didn't understand the 2nd encounter until I asked the GM after the game.

I appreciated the quick scenery that was given, that would cause most PF1 groups to buff.

I've been playing mostly season 1 scenarios and I noticed that there was no explanation of challenge points or which subtier we should be playing. My GM didn't have it memorized and he needed to rely on me to figure it out. I think it should be included (we almost played at 18 challenge points instead of 10...).

I don't think the scenario is complete without doing the optional encounter at the end. Having said that, it is quite challenging and the scenario could run long.

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Falcon doesn’t soar


Falcon is a skill-based scenario followed by a combat.

I’m not sure what the other reviewers played, but there was no roleplay whatsoever in this quest. Any roleplay was basically fabricated by their GM, who could fabricate roleplay in any campaign and any environment.

I found the punishment for failed skill checks very weak.:

The paltry amount of damage is easily fixed by a single healing spell or potion.

I also found the ending combat not particularly interesting or challenging.

Overall: An OK quest but nothing unique about it.

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Parchment is a quest mostly focused on skill checks followed by a combat.

There are several things I didn’t like about this quest:
1) Not knowing the Qadiran language didn’t factor in the quest or any skill checks. At worst it should have made the quest impossible, at best it should have made even trivial tasks much more challenging.

2) There was nothing unique to Qadiran culture or nothing to learn about it. They might as well have been wearing costumes in a generic fantasy setting.

3) There were too many possible skill checks for each location. It’s not important to cater to everyone, especially when the penalty for failure was very low in this quest.

4) The skills checks didn’t make any sense.


How would we know to check for invisible ink? Isn’t invisible ink useless if so easily detected? Why does that make it the Prince’s memoirs that we want? Wouldn’t the invisible ink be a Thievery check (the use of the ink, a common use of Thievery) instead of Crafting skill? Crafting is a generic skill, you would need to have the Alchemy feat in order to know more about invisible ink.

Why would any of the map checks mean the Prince necessarily built property in a particular location just because it would be optimal? It’s just a guess and a guess is not good enough in court. Also, how can you tell the most fertile land or the least prone to natural disasters based on a map? Again, there were just too checks for this location, and our job was only to retrieve the map, not analyze it.

5) The combat was very run-of-the-mill.

Overall: I didn’t like the skill checks, they felt almost random. I didn't like that Qadiran culture was like every other generic culture. But most of all I felt like I could have just thrown this quest together myself on-the-fly.

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Trail is mostly skill checks and some roleplay followed by a devastating combat.

I'm not going to run this scenario for my group, it's too deadly for my level 1 group: Two rogues, a wizard, and a druid. I ran the stats, they don't have the damage output to win.


Many GMs will not read that the enemy runs at 50% health, but even if he stops at 50%, he is too tough for many groups.

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A different kind of escort mission


Bandits is an escort mission and pure combat scenario.

I really enjoy the odd combat only scenario and I thought this scenario had a lot of great ideas in it. The combat could get tactical in this scenario, which I liked.

I thought the box text was very usable, which is not usually the case. I also like how encounters are laid out for GMs now in PF2.

- The environmental factors make PCs much less proficient than normal, and it’s out of their control. Some players won't like that.
- The combats can last longer than normal but are non-threatening.
- There are factors where you can lose treasure bundles, maybe even significant ones, and most players hate that.

Detailed rating:

Length: Long (5 hours) without optional encounter and my players skipped some things.
Experience: GM at subtier 1-2 with 4 PCs (15 CP)
Sweet Spot: ?
Entertainment: Was OK, started to feel repetitious near the end. (7/10)
Story: Decent but the GM needs to do work. (7/10)
Roleplay: Almost none. (N/A)
Combat/Challenges: I liked the starting and ending encounters. There were perhaps too many. (7/10)
Maps: Flip maps. (7/10)
Boons: A very good boon. (9/10)
Uniqueness: I thought this was fairly unique, which is why it gets 4 stars instead of 3. (9/10)
GM Preparation: Fairly easy.

Overall: A long but fairly interesting combat railroad. (7/10).

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Living Lodge is a mix of mini-game, roleplay, and combat.

It’s pretty much as the other reviews say, the mini game will take the session easily over 4 hours, our session went 6 hours. And that was basically with skipping 2 of the encounters. If you want the session to be 4 hours, I’m convinced that you need to skip the mini game.

Also, regarding the mini game, some people will love it and some will hate it (as you can see from the reviews). I had one player love it and 2 other players hate it, 1 was neutral. And I had it organized well.

The PCs finished the mini-game 10 days early, and they literally finished everything. So, the order (and priority) in which they decided to do things didn’t matter, which made the mini game a complete waste of time.

The handouts for this scenario were more for the GM than the player. The NPC handout was too revealing, and the mini-game handout also had too many details.

”If you want to make it easier to run the mini game”:

Have the stonemason, 2 carpenters, and PCs in a list and mark off how many days each one has been used.

I had a more complex grid, with all NPCs in the rows and days in the columns, but this can be greatly simplified and the rest of the village doesn't really matter, they are available for unskilled work.

Several other reviews say to make a flow chart of the construction, but I didn't do this because it revealed the shrine up front.

Also, I found several editing errors. The most glaring are the lack of skill modifiers for the NPCs involved in the mini game. I also found some errors in the stat blocks, one which mattered.

Detailed rating:

Length: Very long (6 hours)
Experience: GM at subtier 3-4 with 4 PCs
Sweet Spot: ?
Entertainment: It starts well, it ends well, the middle overstays its welcome. (6/10)
Story: A lot of the story isn’t conveyed, or the GM needs to do work to add it. (7/10)
Roleplay: There is a lot of opportunity for sandbox roleplay, one of the reasons it runs long. My group went light on the roleplay, and it still went long. (8/10)
Combat/Challenges: The ending was challenging and fun. The mini game was more like work and somewhat meaningless. (5/10)
Maps: Good use of flip maps. (7/10)
Boons: Reminds me of the weak boons in PFS1, no one is going to use these. (3/10)
Uniqueness: For me, siege never gets old. (8/10)
GM Preparation: It’s not a bad scenario to prepare, but most GMs won’t get it right without help.

Overall: As written, the mini game demands a 6-hour session. It’s possible to have nearly no combats until the end, at which time the payoff isn’t a good enough reward for many players. (7/10).

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A small scenario


Scarecrow is a mix of investigation, skills, and combat.

Scarecrow is a fun time and it has surprising depth for a bounty and can potentially even have a moral decision to be made.

The only bad thing you can say about it is how long it takes. For roleplayers, it will take much longer than an hour. For us I believe it took over 2 hours. It takes time investigating five locations.


Wanted post, Atteran ranch head, and villagers
First missing
Second missing
Third missing

Overall: One of the best bounties. I've GMed this 3 times now and every game we come to a different conclusion and finale. Just excellent.

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This is a fantastic scenario!


Blooming is a mix of everything.

It's a well written scenario, almost overwhelming, that supports multiple solutions to several problems and a sandbox approach to the scenario. It should not be run cold.

There were several great scenes in the scenario.

I've GMed it three times now at subtier 1-2 and had a blast each time.

The only downfall to this scenario is that it can run too long. My last session ran 4 hours but the previous sessions ran 6 hours each.

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Can be salvaged


This scenario is a mix of investigation and combat.

This scenario actually has the potential to be really good (4 stars), but it suffers from several flaws:

1) The premise is nonsense: Like others have stated, Pathfinder Society has been devastated, we should be recovering bodies, not risking our lives behind enemy lines, just to retrieve the sign of an old inn, a statue (!?!), paintings, or ceremonial armor.

2) The flow is terrible: Too much travel, too much searching, too much investigation. There are details in the scenario that unless the GM reads ahead, makes notes, and simplifies, will bog the scenario down and bore the players. As a GM, this was not easy to prep.

3) The final combat is too hard: With my group, I had them down to the last PC, and I was holding back. This was subtier 1-2.

I want to give this more stars, there are some great details and creative ideas, but it could have done with some better editing, particularly with the scaling in the final combat. Having said that, this scenario could potentially be salvaged.

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Lions is a simple combat and skill challenge scenario.

I guess if you are amused by goblin silliness, this might be for you.

The scenario can (and should!) be quite brief.

There is nothing wrong with this scenario, it’s just that generic replayable scenarios are not what I’m looking for in a game.

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A very quick assassination


This scenario is basically an assassination mission.

It was over fairly quick, in less than 2 hours. For us was not particularly challenging. Maybe it would have been better if special tactics weren't used.

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One of my favorites


One of my favorite scenarios from PFS 1.

A great epic final encounter.

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Good combat encounters and setting


This scenario had several unique combat encounters suitable for high level play.

There was a roleplay section at the beginning that I didn't find to be very memorable. The location itself was though.

We played at subtier 12-13 on normal mode.

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