A Pathfinder Society Scenario designed for levels 3–7.
The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget—presuming they survive.
Written by Jerome Virnich.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
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I am surprised this has had so many good reviews. The beginning and end are pretty good. I have issues with everything in between. There isn't even box text. You just move from map to map to map killing undead. That's it. I enjoyed the story. It just felt like it is the first draft.
Story: (3) This adventure’s story is straight forward, and not overly complicated. The only point of it that’s predictable is the beginning, and the end. The middle was entertaining.
Combat: (3) The only fight that I felt I challenged my party with was the BBEG in the end, but it was his mooks that did the most damage due to the super high AC 3/5 of the party had. They just smashed their way through everything.
Roleplay: (5) This is where this scenario shined. A good GM will ham this up to nines. If he doesn’t well…if you’re not a good GM what kind of GM does that make you…hmm?
Challenge: (3) There was no serious challenge to this adventure. It’s a fun romp, but doesn’t stress you in any real way. It was nice to see a new twist to an old enemy of PFS, but players are just too used to fighting this enemy to not be able to squash it handily.
Overall: 3.8 (4 star)
Venture-Captain Dan Luckett (West Michigan)
A simple linear plot. Good RP opportunity at the start with some detailed characters and then a minor side stream of RP.
There are a lot of unusual creatures to learn/play (I counted 10 spread across the two subtiers). Given the number of creatures there are a few issues to iron out so make sure you read the GM thread before running.
The opening fight is very tough at lower tier with 5+ players - with 4 players not so much. The big bad at lower tier is possibly harder than at higher tier as the template applied seemingly increases his key abilities - though minions are easier. Be ready for a really long and possibly PC fatal end fight. Marred by a scripted status effect that can have affected players sitting out the entirety of the big fight.
I have only experienced this one as a player, but I am very surprised by the number of high reviews. Yes, there are some interesting creatures to fight, and you actually find some useful magic items in the early encounters, which is a nice change. But, the adventure just felt like the kind of thing I would have thrown together in 7th grade by flipping through the monster manual and finding some creatures to fight that my friends had not fought before. Essentially, you walk through the woods and lots of things try to kill you. And as previously mentioned, you don’t even know that you are fighting the BBEG until it is over and everyone asks, “Was that it?!?” The NPCs have some prepared dialogue, but you do not really need to obtain anything from them through role-playing.
I was quite disappointed and would say that this was the first adventure that left me feeling like I wanted my 4 hours back.
Ran this at the 6-7 subtier, with a very mixed party.
I really enjoyed the RP aspects as the GM. Ignizi and Riddywhipple both have very unique and fun personalities, which made for a more engaging story. The other researchers with Ignizi didn't have as strong voices, but you can get them from the description boxes. The layered development of Riddywhipple through the scenario was a very good idea. The story was good, and the roleplaying was strong.
The combats were good as well. Even with a balanced 7-PC party, there weren't any cakewalk encounters for our group. (Optional encounter was skipped for time.) The final battle almost saw two deaths, but situational tactics kept the PC's alive.
My big problems for this mod do come in the combats, and it's only for the GM's running the game. First, the maps given for the second and third encounters (and the optional as well) are near useless. Some markings would have been very helpful on these maps for where Riddywhipple's stuff was, where the pegasi are supposed to be, where the players are coming from, etc., rather than just making a judgment call on where everything is. I completely RP'd Riddywhipple's "map" because of this. Second, while a lot of the creatures encountered are unique and fun to play, they require the GM to have three of four different books to run everything, which many GMs may not have. Also, I had to keep jumping between resources to keep up with the templates on top of the creatures, on top of the tactics in the scenario. This was VERY annoying. One place for everything would be SO helpful. Luckily I had just enough time this week to prep it all, but it's a lot to deal with. Simplify, please!
Even with the issues I have, those are all GM-technical stuff, and the story and roleplaying were strong enough to cover over the issues. Still 4 stars; I enjoyed running it, and will probably play it myself soon.
Indeed! Metaplot scenarios will include a little Risen Rune tag at the top of the title box. I think they'll actually end up a little easier to identify at a glance than the older style.
Cover is freaking AMAZING! Having read the scenario I am fully pumped-up and excited about running this over the weekend! My mind was blown by how excellent some of the encounters are written, how precisely chaotic a particular piece of block-text is written, and just how random the monsters are written!
Will totally write a review after running this, and will post some GM tools to the PFS GM boards.
The Chronicle Sheet offers a special Boon to gain a Fairy Dragon Imp Familiar. My 6 Cleric was wanting to take a Level of Sorcerer to gain a Familiar, and then the Imp Familiar Feat to take advantage of this, then continue on with Cleric.
The Boon says that you need Caster Level 7, Imp Familiar, and the ability to gain a new Familiar (through the Imp Familiar Feat), as well as an alignment within one step of CG. All of that would be met by my Cleric, and I am just wanting to do it because it seems cool flavor-wise.
However, under Imp Familiar, it specifies in the flavor text (not the prerqs) ARCANE Caster Level, which would mean it is impossible for me to get this Familiar, and as it is asigned to this haracter only, (unless I DM the game later), I basically can never get it. Officially, does the Boon make an exception for the Arcane Caster Level (to just Caster Leel as it says), or does it imply Arcane Caster level like other Imp Familiar Familiar's do?
You would need 7 levels of sorcerer to qualify for this familiar. Cleric and sorcerer levels do not stack for the purposes of determining eligibility for an improved familiar, as the cleric class does not grant access to a familiar. If you had sorcerer and witch levels, however, you would stack their caster levels since both the arcane bloodline and the witch class grant access to a familiar.
Sorry, I meant something different. I was wondering if I take 7+ levels of Cleric, and just 1 level of Sorcerer, (or Wizard to get the initial Familiar and the ability to take Imp Familiar), if I could otherwise take this specific familiar that way, meating all the prereqs, (Caster Level 7, Imp Familiar, and appropriate alignment.)
The Boon does not specify ARCANE Caster Level, just Caster Level, which is what I'm asking. Was that intentional, to allow more classes to be able to use this Boon, or was it accendentally not included, makinging it only Sorcerers, Witches, and Wizards (and maybe one or two others) that can benefit from it?
Cleric levels may as well be fighter levels as far as familiars are concerned. Whether or not the boon specifies arcane caster levels, the Improved Familiar feat does. You need to have 7 levels in a class that grants a familiar to qualify.
Thanks for the responce. While it would have been cool to finally have someting like that, like I said, I can see it both ways. It is kind of disappointing that only some classes can benefit from boons like this, but maybe one day everyone else will get some nice flavor boons along these lines, too.
My son was overjoyed at the idea of gaining the familiar for his sorcerer. Couldn't wait to add it, since he was moving up to L7. However, the number of prerequisites makes it nearly impossible to add this after the fact. We tried through Hero Lab and the app said no. A draconic sorcerer needs to have a load of prerequisites to make this possible, and even then it's toying with the system. In fact, ANY sorcerer is going to have problems utilizing this boon. So the "caster" prerequisite is hopeful at best. Oh well. This is the sort of minutia problem that dogs Pathfinder, in general, and makes it harder for nongurus to do things well. Just sayin'.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
"Devil's Advocate" wrote:
HeroLab may be saying no because normally in PFS you can not choose it as a familiar at all.
A long as your son's Sorcerer is 7th level or higher, he is NG, CG, or CN, and has the ability to gain a Familiar normally, he is good to go. :)
It's that last bit that's the problem. Edelen says that the Sorcerer has the Dragon Bloodline, meaning it doesn't have a familiar. Only Witches, Wizards and Arcane Blooded Sorcerers can get Familiars.
Only Witches, Wizards and Arcane Blooded Sorcerers can get Familiars.
Spoiler:
Then perhaps the boon text should be revised to make this more clear. As it stands, it says "casters." Otherwise, nongurus waste a lot of time trying to make it work for the wrong type of caster.
I would add that there may be other extenuating circumstances where it may not work. Despite the instructions, it seems that it may be more complex in some cases than simply adding the Improved Familiar feat, even for the correct type of caster.
Lastly...
Even if a draconic sorcerer can't have a "normal" familiar, having access to one that possesses some draconic angle seems to make sense. Oh well. The final word seems to be No.
How are you confused that your druid/sorcerer can't get access to it? It says it requires the Improved Familiar feat. You know what's a prerequisite for Improved Familiar? The ability to summon a familiar.