Sign in to create or edit a product review. Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in EmbersPaizo Inc.Our Price: $8.99 Add to CartSure, we'll kill that ancient dragon for you, we're Pathfinders...UnforcedError —Initially I felt really intrigued by the trees and the tower defense mechanism, I very much enjoyed the first two fights. Then our team got unlucky as we didn't get some items from the camp (interestingly they have some random leftovers which just happen to be useful at the final fight), and we didn't manage to learn anything about the trolls beforehand. So we went into the last encounter blind, knowing that we had no way to kill all trolls in time. Hence we engaged the final boss directly in the tunnels which proved to be impossible with our resources already depleted by the previous battles. We didn't have the right spells to fight the trolls. And we TPKed. After SEVEN hours. (Five players.)
Pathfinder Society Scenario #2-18: The Fanciful March of UrwalPaizo Inc.Our Price: $8.99 Add to CartThe initial idea of this module is probably the best I've seen in this season so far. While the opening will inadvertedly raise some remarks like "not another test, this is getting old...", the initial skill challenge is fun and crazy enough to start off an intriguing story with a mysterious caller and some unseen foes. Combat scenes are interesting and challenging as well. The final ritual has a great design.
I loved playing and running this one. I even made an investigation board for the players to aid them in their quest :) All in all I would love to see all scenarios being like this, lots of things happening in the module with the initial motives being sufficiently crazy and intriguing. Combat is nice and challenging with some interesting custom foes. The murky swamp theme is excellent. The only small problem I had concerning the investigation was that...
Spoiler:
...the investigation part didn't seem to have an impact on the later happenings. No matter if the players did well or not, the same things would occur. This might have been done differently, as the first part takes quite some time to complete. The story itself is really intriguing. I love the idea of the dino rodeo and the court room scene is adding something unique to the theme as well. First combat is very challenging. The biggest flaws I have found with this scenario have nothing to do with the module per se. First of all the minimap in the intro is dead wrong. To F2F players this might be a merely cosmetic issue, but in a VTT GMs tend to include the minimap on the game's welcome page, and in this case you'd see a nice green Mwangi jungle instead of an island city. Also, as it was mentioned previously, the scenario has no variable parts as you'd expect with a replayable game. Loved playing and running this, it's definitely one of the most enjoyable ones :) As usual, running it online requires several extra maps and some extra art (kids and Jaldan, some of the camp inhabitants...). The story is good, the setting is compelling. Nice NPCs :) Shame that completing the secondary objective only hinges on one or two skill checks. While playing the scenario felt almost completely pointless. There didn't seem any option to talk to people and investigate the issues except for Vionnia's skill challenge which was essentially super boring and neither of us rolled any successes anyway. The backstory makes it a lot better but of course not all parties will be able to learn anything.
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I liked the idea of some sinister forces assembling an army against the regime in the background and the PCs having to infiltrate their ranks. However, the fact that they're scripted to fail leaves the scenario wanting. The skill challenges with Vionnia are way too difficult for the average party composition. First two fights are ridiculously easy for any party, yet the lions in the end could easily kill 1-2 level PCs. Loved playing and running it. Great theme, nice backstories for the custom made pregens. Runs faster than the average PF2 scenario. Adored the puzzles, it was a welcome change to the unimaginative skill checks provided in some scenarios. Nice buildup on the fights too, some easy ones at the start to help players get acquainted with their combat skills. Linear adventure, easy to run even for starting GMs.
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Additional drawing / map / illustration for pillar-puzzle recommended. I'm yet to run this one but I sure as hell enjoyed playing it :) I't a fantastic setting with really flavorful, memorable NPCs and some nice combat, lovely story. Well done :)
If you ever want to spend 4 hours rolling the same skillcheck over and over (lots of them in turn order even to make it more fun I guess) and fight a lame monster at the end, then this is something for you. Otherwise you better avoid it. I certainly don't plan to run it. It would require lots of extras to make it even acceptable. Pathfinder Society Scenario #2-09: The Seven Secrets of Dacilane AcademyPaizo Inc.Our Price: $8.99 Add to CartI adored this scenario while playing it and even more so while GMing. Nice ambiance, lots of backstory to find out, interesting encounters, flavorful villain. Liked the fact that characters could interact with the story in different ways depending on their background knowledge (aka skills). As a GM you might want to do some additional background prepping just in case. I played and ran this scenario before the revision as well. I really like the changes to the end-game which now doesn't feel like the Society consisting of mean idiots wanting to play highly dangerous (and probably really costly) pranks on some poor initiates who stupidly signed up for the trials.
For GMs:
The sword and scroll challenges could still use some more variety. I also disagree with the changes made to the drake encounter and the plush dragon scenario. They are almost impossible to fail now. So what if the players don't win all the time? They cannot die in the scenario, the worst thing that can happen is losing out on 1-2 treasure bundles. I think it used to be fair. Drakes are tough fights for lvl 1 characters. The fight won't always go their way, unless they try to work together on the tactics. Which is probably the goal of a trial like this. Cooperation, hm ?
The biggest charm of this scenario is its relative shortness (when played with experienced players). Replay value is good. Goblins are one-dimensional but fun, combat is somewhat challenging on low tier but survivable.
For GMs:
The biggest drawback for me came when I first ran the scenario, as then it became apparent that the players might play relatively well and still end up with 3 treasure bundles in total and not complete their secondary objective. Simply because they didn't know entertaining goblins was vital or forgot to search a particular area. So these are definitely parts the GM needs to emphasize. Also, the special rules for the lions stealing goblins from the camp are highly unbelievable. If this was a non-repeatable scenaro, I'd give it 5 stars. I love the winterland atmosphere with the human vs nature feeling, the race, the various teams and the stalker. Unfortunately the replay value is relatively low, hence the 4 stars.
For GMs:
It's important to check if you have the revised version. In the original one the players simply cannot lose the race which makes this aspect somewhat pointless. There could be 2-3 randomized tasks for the checkpoint areas, this would already enhance the replay value a lot. (I guess the GMs can invent some themselves as long as they don't change the settings but that would be the scenario's job.) Also, I don't really understand why there isn't a variable monster encounter in the end. Maybe some custom draconic creature? Mini frostworm? ...? The bear can insta-kill lvl1 characters, so GM needs to pay extra attention with low tier parties.
My favorite replayable module. Nice stories, lots of interesting Tian Xia background. Perfect atmosphere. Great replay value, although the variable encounters don't seem to be completely balanced. Module should be re-edited though, to be more GM-friendly. GMs must make various cheat sheets for this to have all the infos handy. (Otherwise they'd have to scroll back and forth in the module to grab the necessary data for a single encounter.) Some artwork is missing for custom monsters, but that's no big deal.
For GMs:
Making some additional maps for the briefing and the spirit encounters is useful, as are cards (notes?) for the foibles / charms of the village and the spirits, otherwise no one will remember them. My least favorite replayable module. The replay value is relatively low, even with the random elements. Some nice roleplaying opportunities with PFS high society but way too many names for new players. The first part feels extremely forced. Also, the adventure runs very long with the ball part and the four missions.
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I found it silly to have the players work for getting assignments in the first place. And given that the module states they get the missions even if they fail to gain the VCs full attention, I just give the players the four random assignments at the beginning of the game, all of them referring to the VC being able to give some additional help at the ball. This saves a bit of time and is also more logical in my opinion. Flotsam Graveyard: it should be somewhat clearer to the PCs that the creature can actually be pacified (given that this is one of the possible achievements for the secondary objective). Yet, some of the random behavior trait wills make this virtually impossible. Also, most missions for this area don't even include the creature so the players will likely assume it's just a hostile construct guarding the smuggler ship, and kill it. Museum: the skills needed to disable the ritual are very limited. If the players aren't good at those, and are not aware that they need to protect the assistants, this might become a bloodbath. Westgate: This might turn into two battles. They won't be really long, and will probably not present a meaningful obstacle, but it will be time-consuming. Haunted House: this is my favorite one :) Also, an optional battle. Poor zombies never seem to come out to play in my games, the other missions take way too long. It's also not quite clear how much time the players have to complete the missions. I assumed at least 1 hour, so that refocusing and healing is available. Or could they even re-prepare?
Played and ran this multiple times. Colorful NPCs. Good replay value. Fun bar fight :)
Spoiler:
Module expects some metagaming from the players with the abstract zone rules. This might be OK for some but the first playthrough was highly off-putting for me. Module doesn't do a good job at explaining what the players could do to pacify an area. Having discussed this with other GMs I currently use these rules: zone can be disabled (e.g. diplo or intimidate) with 2 actions (standard hazard rules) while being in or next to a zone, yet this is not pointed out explicitly, so many GMs run it differently. Similarly, in my interpretation the pacified areas should still fire their "speciality" every turn (unless everything is pacified already), yet many GMs don't run it this way. Some clarification would be nice on these topics. I played and ran this one multiple times now. The backstory is flavorful and interesting. New PFS players will definitely profit from all the information given about the Society. The only problem I have is with the scaling of the different variations. Spoiler:
The mummies will be extremely scary for low tier while the statue will be a walkover. |