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Pathfinder Adventure Path #151: The Show Must Go On (Extinction Curse 1 of 6)Paizo Inc.Add Print Edition $24.99 Add PDF $19.99 Non-Mint Unavailable A good start if a bit disjointedPart 1 has an interesting premise but chapter 4 is very combat heavy and the circus theme is barely there after chapter 2.
As someone who never played pf1 and not familiar with backstory, this scenario left me completely cold. It doesn't help that it has 2 influences in a row, followed by a plethora of skill checks. The final battle was fine for my ranger with appropriate class feat and certain resistance but I can see how that could be a problem. Having played this with a sniper pregen, it really gives a bad impression of the class/way. Dealing 1d6 damage per turn because of having to reload is absolutely not fun. To make things worse, none of the pregens have any decent healing so if one PC goes down it easily snowballs into a tpk.
Pathfinder Adventure: The Fall of PlaguestonePaizo Inc.Print Edition Unavailable Add PDF $19.99 Non-Mint Unavailable Fine if you start at level 2We started at level 2 and everyone had fun with no TPKs.
Pathfinder Adventure: The SlitheringPaizo Inc.Add Print Edition $22.99 Add PDF $19.99 Non-Mint Unavailable Why such a low rating?I just finished running it with a group of 4 (cleric, paladin, wizard, monk), and it was an enjoyable romp. The party sliced through all encounters with ease, in fact, and they seemed to have enjoyed the story well enough. Granted, I had to do a bit of retuning, and I made chapter 3 shorter cause running the same dungeon with different enemies is not very fun (hence 1 star off). Overall it's a solid adventure as long as GM makes a few adjustments. Interesting idea, fun RP, but once we got to combat things got really ugly, pace-wise. A bunch of enemies in super tight quarters that barely leave space to move or use ranged attacks. Basically ended up with 2 characters fighting while the rest jumped around menacingly. The final twist was quite amusing though, and the last encounter was fun. I appreciated the ability to use social skills in encounters, and the puzzle map encounter made positioning key.
Played at max cp. The scenario had a good mix of exploration, combat and mystery. The rp parts had some interesting decisions and rp opportunities, provided the player can separate their knowledge from their PC. The encounter balance was on the side of quantity over quality, but fair. Scaling notes for GMs:
I'm firmly in the group that opposes APL+3 encounters. However, a bunch of APL-3 is not great either. At 36cp we faced nearly 10 enemies in each encounter who often just had trouble even hitting our AC.
That changed drastically in the last encounter when due an unfortunate set of circumstances our group started close to each other and were faced with 7 or so monsters with AoE plus AoE caster. The GM made them all delay out of sight so they were all going as a group. Watching them run over and discharge AoE 7 times while trying to hit maximum number of players was not great. To make things worse, the creatures were immune to caster AoE spell so with smaller creatures locking down the party it was a good formula for a potential tpk. We pulled through due to a good party composition but I would advise GMs to remember that creatures with -2 int should be a little less efficient in their tactics. So, imo, the scaling here could use more elite adjustments and less sheer numbers at high cp.
Timing: the scenario took nearly 6 hrs at max cp.
Pathfinder Society Scenario #3-04: The Devil-Wrought DisappearancePaizo Inc.Our Price: $8.99 Add to CartA good introduction to the arcPlayed at high tier. The scenario was engaging, the combat was not overtuned, and I appreciated the narrative fork allowing for player choice as well as the effort to make research system less boring by using "random" events. Played in high tier: I liked that the 1st half gave a good opportunity for RP, and I liked the switch to the sense of urgency in the 2nd half. The "murderhobo" trap in the 1st encounter was very clever and forced our hard hitting characters to try a different approach. However after that the encounters were just not very hard at all, to the point where after defeating the final boss there was that "is that really it?" feeling. (and normally I'm the one opposing APL+2/3 bosses, but APL-1 boss didn't feel good either). So the balancing is why I'm taking a star off, the rest was very enjoyable and I hope we get to resolve the final mystery soon. I think this is a very interesting scenario with a nice puzzle that is fun to piece together. However, as mentioned below, the final encounter is out of the left field and does not match the rest of the tone.
Also, 2nd hazard is brutal for 1st level characters. Note: played in low tier The scenario has an interesting premise and explores Mwangi lore in more detail. However, the final encounter is, according to the rules, extreme at 24cp. And while it may be appropriate for a well balanced party, for a random pfs group it is just too much imo. Please learn from brilliant 2-18 and either make those optional for groups who want a challenge or give GM tools to adjust it as needed for RNG party. P.S.: Just noticed that in text the encounter is erroneously marked as Moderate. Imo this is a very interesting scenario. What starts as a relatively simple task soon becomes an unraveling conspiracy, with lots of obstacles that seem random but make a lot of sense in retrospect. Once the party gets to the location, things begin to fall into place, leading to the logical final confrontation.
The only issue I have is
Spoiler:
In the last room once the boss activates sandstorm, it covers nearly entire room, and suffocating rules mean that melee characters are at a serious disadvantage, not to mention permanent ongoing damage every turn that means once you hit dying you can quickly go to dying 4. The boss is lethal as-is and environmental effects make it potentially extreme I'll update my impressions after I GM this
Pathfinder Adventure: Troubles in OtariPaizo Inc.Print Edition Unavailable Add PDF $19.99 Non-Mint Unavailable A worthy sequel to Beginner BoxI GMed this for my group.
Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in EmbersPaizo Inc.Our Price: $8.99 Add to CartUnbalanced encounters with no chance to recoverPlayed this in a group of 4 in the middle of low tier.
1st encounter spoilers: Spoiler:
The scenario opens up with an extreme encounter - average party level 6 vs 5 level 5 monsters. You get four level 3 trees to help you but each monster had a fireball which killed all the trees in the first round and left the party severely weakened by repeatedly hitting the same group of characters. The encounter ended with most party wounded and barely alive, after which it turned out we have 10min to recover. The 2nd encounter wasn't as bad (only moderate) but again ended with party barely alive and no time to recover since there were other activities that needed to be done. So the choice was either do the activities needed, or spend time healing. 3rd encounter spoilers: Spoiler:
The monsters have regeneration that can only be deactivated by a specific type of damage. Don't have that type damage? Well, tough luck, prepare to fight unkillable monsters. All this while being barraged by ranged attacks and environmental damage and on a timer. Again, the encounter is extreme for a party of 4 with average level 6. Finally, as others have said, because of the monster tactics and tough encounters the scenario just runs very long - took nearly 7 hrs for our group. I give it 2 starts because it's an interesting idea overall but, as written, I would definitely not recommend it. As an intro to the 4th season, the scenario really doesn't explain much. It ends with more questions really. It's also quite combat heavy (played at low tier) although with two level 3 hitters it didn't pose much of a challenge. I'd have to replay it at high tier to see if there's much variability there. As a newbie to Starfinder, I wasn't sure what to expect from this scenario. However, I ended up pleasantly surprised. The scenario is a good mix of RP, light combat, and, of course, starship combat.
If nothing else, I would replay it just for that part. On the plus side: Interesting puzzle that was really fun to put together (although I felt like our GM gave us the solution a bit too easily) Intriguing npcs that do not attack on sight for a change On the minus side:
Spoiler:
hazard that nearly tpked the group in high tier and lackluster final encounter. Imo hazard should have had lower DCs and final boss should have been tougher, then it would be 5 stars As someone new to Starfinder I was concerned I'd be confused starting at season 4, but the scenario did a good job of showing what starfinders are about and what they do. Not sure how much repeatability variation there is but I'd play it again. Played this at Paizocon and thoroughly enjoyed it.
Spoiler:
The cleric didn't have disrupt undead cantrip and the trident without returning rune felt useless. Also, no bludgeoning weapons? Although the scenario gives weak versions of them out later on but in a manner which felt a bit odd The story may have been simple but personally I enjoyed the puzzles and the combat encounters felt fair (except the final one that is). If I ran it I would make a few minor changes to help the party and maybe rebalance early encounters a bit depending on how the party handles the first one. I also would love for this to be a repeatable so I could come back and experience the story and the characters again. Played this at PaizoCon as written and I have to say it left mixed feelings. One the one hand it's intriguing, on the other hand the party feels very ill equipped for the challenge. Spoiler:
At 4th level the melee characters have no striking runes on weapons and the sorcerer spell selection feels largely useless except for maybe Soothe and situational Invisibility / Sonic Burst The encounters were challenging and felt quite deadly. The party was scraping the bottom of the barrel trying to stay alive by the end and we skipped two encounters as it turned out. There were no clever puzzles to speak of, and it felt like it was down to pure luck quite a bit. Having played Sundered Waves recently, I would strongly recommend it instead. As I understand, this was supposed to serve as an introduction to season 2. And while the first part is ok it doesn't have many meaningful NPC interactions compared to Absalom initiation (1-01). The map exploration is basically one check per zone, with fairly high DCs too. The haunt would be good if it wasn't in an open area where it can easily be avoided. Finally, the library as mentioned before is just a bunch of same skill checks over and over which got my group bored pretty quickly. The final boss fight can easily tpk the group if the GM uses the swipe attack liberally.
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