The Beast of Lepidstadt

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**** Pathfinder Society GM. 921 posts (2,221 including aliases). 7 reviews. No lists. 3 wishlists. 25 Organized Play characters. 9 aliases.

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Tough, but great introduction


On the Horizon serves as an awesome introduction to not only the Adventure Card Guild OP, but to anyone uninitiated with the Pathfinder Adventure Card Game as well! Honestly, I prefer to teach new players with this over the shortened demo, as it gives a better experience of what to expect.

If you want to introduce the card game to folks, I highly recommend using On the Horizon. It's a little challenging, but not overly tough that will turn them away.

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One of the best


Mists of Mwangi tasks players with investigating strange occurences within the Blackros Museum, and why some of the staff have gone a little mad.

+ The premise is very simple, but incredibly fun. It provides a "Night at the Museum" style of exploration, leaving players guessing at what they'll come across next.

+ Varied encounters that are interesting and challenging, especially the final fight.

+ Strong theme, and players are potentially given a great roleplaying hook that encourages them to have fun with the adventure.

+ Non-linear progression means the party can explore the museum in any way they want, though it could possibly lead to an anti-climactic finale with the "final encounter" is engaged early.

Mists of Mwangi has long been one of my favorite scenarios and continues to be my go-to adventure for introducing players to the Pathfinder Society. It's a classic and introduces a setting and characters that will continue to be seen in future PFS scenarios over the years.

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Engaging and interesting


The Frozen Fingers of Midnight tasks players with seeking out a friend of a Venture-Captain that is seemingly ill, and discovering the cause of his illness.

+ Lots of great and memorable NPCs. If the GM puts in a little effort, Skelg and another important NPC can be fantastic characters that the players will remember for a long time.

+ Faction missions are good, and the GM can easily create some funny moments based on at least one particular mission.

+ One of the later encounters utilizes terrain in a way that requires the PCs to think about their surroundings and properly engage the enemy, which can be rare in adventures.

+ Encounters that allow players to completely bypass through negotiation and diplomacy are also rare, but Frozen Fingers gives players a chance to do so. It also creates some interesting story repercussions and moral quandries for PCs to think about.

- Most encounters are very easy and uninteresting, with the exception of one near the end.

All in all, Frozen Fingers is a very good scenario that could've been stellar, but a handful of lackluster encounters dings an otherwise amazing and fun adventure.

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Fun but flawed


Murder on the Silken Caravan tasks players with escorting a caravan carrying the fallen of one of their own across the Qadiran desert.

+ While "protect the caravan" is a overused RPG trope, there surprisingly aren't a whole lot of PFS scenarios that utilize it. It's a decent change of pace from a standard dungeon crawl or investigation.

+ A couple of encounters are very fun and memorable, especially for a low-level party.

+ Plenty of good roleplaying opportunities at the beginning of the scenario.

- The required prep for GMs is a bit high. There isn't any included sidebars or info regarding overland travel or hot weather conditions, considering the party is likely to be armed and donning armor.

- Encounters with an overwhelming number of enemies, especially at low level, can be very frustrating and unfair. GMs should probably use non-optimal tactics against a tier 1-2 party, otherwise it's very easy to cause a TPK.

Overland desert adventures can be a lot of fun, and Murder on the Silken Caravan provides a simple but enjoyable adventure that is unforunately marred a bit by a lack of helpful GM information and a few bad encounters.

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Fun but ultimately generic


The Hydra's Fang Incident tasks players with tracking down a contact on board a renegade Chelish boat that is causing quite a bit of destruction.

+ Pirate and water-themed adventures are always fun and provide a change of scenery from the usual dungeons or wilderness.

+ A few encounters can be quite challenging, requiring players to plan and use smart tactics to prevail.

+ One of the encounters involving boats and water-based combat is very exciting and memorable.

- The overall plot is a little messy for players to follow. It's easy to forget what the party's motivations are for going on this quest. The faction missions also muddy up the waters in terms of objective.

- The final encounter felt very random and out of place compared to the rest of the scenario. It's also incredibly dangerous for low-level parties.

The Hydra's Fang Incident is a fun low-level PFS scenario, but ultimately fails to overcome its rather sloppy story and off-putting final encounter and become a really great adventure. Still, it's decent enough and worth playing or running once.

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A great start


Silent Tide pits the players in a life-or-death struggle with an unstoppable force that threatens to destroy Absalom.

+ One of the best introductions to any PFS scenario. The stakes are immediately raised and creates a very fun amount of tension to get things rolling.

+ Very unique and memorable encounters all around. Lots of interesting terrain and locations to fight in that will stick in players' heads for a long time.

+ The main group of bad guys aren't mechanically special, but their appearance and flavor is strong and intimidating, especially at low tiers.

+ There's a real sense of urgency that if the players don't act quickly, the entire city could be killed. Creating player agency is difficult, but Silent Tide pulls it off well and early.

- The difficulty is fairly low, which is barely a complaint. However, the final encounter is a bit anti-climactic, especially considering everything else that came before it.

- The primary antagonist is pretty boring and uninteresting, especially compared to the great minions of the Silent Tide that the party has been encountering so far.

All in all, Silent Tide remains one of the more memorable PFS scenarios even after its debut 7 years ago. Highly recommended as a great starting adventure for new Pathfinder Society players.

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One of the very best!


Carrion Hill is a 5th level adventure for the Pathfinder d20 roleplaying system. Written by the notoriously-evil Richard Pett, Carrion Hill plunges players into the depths of urban horror that is immediately recognizable as an homage to H.P. Lovecraft’s classic “The Dunwich Horror.” Expect plenty of cultists, insane citizens, and tentacles. Oh yes, there will be tentacles.

The plot gradually ramps in tension, as players are tasked with initially tasked with investigating a home that has been utterly decimated by something monstrous. The only problem is that witnesses claim the house imploded all by itself; there were no monsters or creatures present that were wrecking the home. As the mystery progresses, adventurers find themselves in the middle of an ancient cult’s cabal that may or may not involve the Old Gods themselves. It becomes a race against the clock to track down a mysterious yet powerful nightmare that is stalking the streets of Carrion Hill.

Again, in typical Richard Pett fashion, the adventure can be absolutely brutal. If you are a Game Master running this module, make sure you know the full capabilities of your party before launching them into it. But then again, a real fear of death might be the best way to portray the horrors of this book. Regardless, it remains one of the best that Paizo has released to date and is highly recommended for any group that can embrace a little horror into their lives.

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