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***** Pathfinder Society GM. 802 posts (9,400 including aliases). 2 reviews. 2 lists. No wishlists. 31 Organized Play characters. 16 aliases.



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Great scenario!

4/5

I ran this twice at PaizoCon, and both parties enjoyed the experience.

The first party was 5 players in subtier 1-2, with neither faction nor Serpents related characters. They found the social event challenging but enjoyable. In the end, they were unable to get enough successes to succeed (mostly due to poor die rolls, but in one case due to not having discovered enough information to make a good choice), but even though they all walked away with 0 prestige, they all thanked me and told me how much fun they had. One player specifically said, "I have never had so much fun failing a mission before."

The second party was 6 players in subtier 4-5, this time with both faction *and* Serpents related characters. This added some complication, but the players analyzed the situation really well and managed to succeed at everything.

The key to running this is spending more than average amount of time prepping, and creating a LOT of handouts. Pictures of the key NPCs, slips with all of the information they can discover, and an explanation of the influence mechanic went a long way. Players were able to pick up and pass around the notes I gave them, rather than having to rely on their own notes (which, in a busy con, are almost guaranteed to be incomplete).

My only complaint, spoilered because of referring to specific parts of the mechanic:

Spoiler:
As written, it can be hard for the players to pick up on which regions each NPC is interested in, and they can spend time and actions trying to convince an NPC to bid on an area they don't want. Similarly, especially at low subtier, it is possible for the PCs not to complete sufficient discoveries to know the skills that can be used, leading them to waste actions rolling the wrong skill (since no matter how high the roll, if they select an invalid skill for that NPC, they get nothing beyond "that skill didn't work".)

Action economy in the influence mechanic is very tight, and at low subtier when it is much less likely to score +5 or +10 on a check, the players can easily lack important information. Based on my two runs, I recommend making the NPC's favored area something they can find out with roleplay or as bonus information from a discovery. Also, it is important to stress the importance of discoveries before attempting to influence in the early rounds, while pointing out that near the end getting every possibly influence point is key.

I hope to run this in my local area several times soon, and may get more feedback as I do.


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Amazing investigation scenario

5/5

I greatly enjoyed this. I love scenarios designed around investigation and role play. The research mini-game was nice, and the hints and clues were a good payoff for the steps. The puzzles took some thought, but weren't so cryptic as to make us hit a wall and shut down.

Bonus points for being able to complete an entire scenario without combat if you make the right choices. I look forward to seeing this sort of scenario again in the future.