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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Played this first, and now prepping it to run. I really liked the scenario set-up, although there was some grumbling about why the PCs are being delivery boys... some hint of trouble or suggestion to "check up" on the researcher and ehr crew might be in order. (She's a gnome after all - everyone knows you can't leave them alone very long without something exploding!)
The enemies were disturbing... several players said, "XX creature? Who DOES that?" which helped build up antipathy for the BBEG. They were also sufficiently scary and easy to underestimate, which was a nice surprise.
Also - it's nice to see enemies whose abilities and save DCs actually challenge players of the appropriate level. Nothing turns encounters boring faster than a cool enemy that the PCs are immune to because her save DCs are laughably low.
Enjoyed playing this one a lot, looking forward to running it soon.
This scenario was fantastic! When I ran this for my players, I really RP'ed it up. This scenario is unique and I felt that it deserved every bit of it. The last fight could have been a little more challenging, I believe, though, the players still had a blast. I role played an EPIC scene at the end with the final boss and an angry, raging, creature (If you've played this, you'll know who I am talking about).
All around, a VERY, VERY unique, interesting, mod that I believe, if played and explained well, that all players will thoroughly enjoy it.
There are numerous errors in statblocks / tactics, some of them rather severe.
The GM is expected to apply the young template themselves.
The final encounter has a
Spoiler:
scary poison, that the PCs were given neutralize poison potions at the beginning of the adventure to deal with
and nothing else going for it.
There is a cool boon for
Spoiler:
familiar
users at least and a technically non-standard but unexciting item.
There are some golden role playing opportunities and paying attention to descriptions makes certain faction missions significantly easier which was nice.
Overall I would describe it as a flavorful cakewalk marred by stat-block errors and nonsensical tactics.
Ran this the first chance I had and plan to run it many more times in the future!
The story is clean-cut, with no erroneous pit-stops, but it is also simplistic enough to keep the players on track without railroading them.
Spoiler:
The PCs are to deliver a cart of supplies to an NPC and help her out in any way she asks; she wants you to find and destroy the cause of the undead and return her abducted assistant - party follows their only lead, then tracks the BBEG down while destroying what minions were left by the wayside
Plenty of RP moments to allow those players to shine, but balanced perfectly with combat. One combat streams into an RP session, the next RP session streams into the remaining combats. Riddywhipple is indeed fun NPC to run and he comes with the most meticulously crafted speech of pure-chaos that I have seen!
Spoiler:
the first and last fights are very tough, but a party that pulls together stays alive!
The boon is very attractive as well, which has drawn players towards the scenario. If a player wants the boon for a different character than what they could play, its easy enough to talk them into running the scenario later (thanks to the latest Guide to Organized Play) which is a great deal for event coordinators, like myself, who want to lure more players into GMing.
The faction missions are straight to the point - no player should be confused as to what they should be looking for.
On the con side of things: the scenario calls for creatures from all 3 Bestiaries, and almost every encounter requires a quick template to be applied - this is not a run-on-the-fly scenario, but could be good prep-test for GMs. Most of the maps are erroneous as they are basically wide-open wilderness maps.
I have played this scenario at teir 6-7. I have not read this nor have I GMed it. The GM was average, he didn't softball which was nice.
I would rate this at a 4.5
Pros
Setting: This was my first romp through the Sanos forest and it was delightful. Gnomes! Fey! Undead! The characters were great, the lush gnome was freaking hilarious, along with Readywhipple or whatever, he was a blast.
Role Play: Sandboxish, Yes. Readywhipple provides all the entertainment you need for a game.
Encounters: Bravo Paizo, Bravo. These fights are becoming the real deal. Sure we had a fighter with an AC of 31 so nothing could touch him, however, Will saves suck. Tons of interesting monsters, with niffty tactics. Not a single freaking lame human/elf. Hats off guys.
Prize: What a wonderful boon. This is great, and rewarding, even if I can't use it on the character. However, this is the type of incentive to allow characters to create history. You guys are getting really good.
Mission: This. More of it. beating the end boss is not enough.
Con
Faction Mission: I was SC. It was a huge let down, and sort of. "Find the cookie".
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.