paizo.com Recent Reviews of Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDFpaizo.com Recent Reviews of Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF2018-12-04T20:11:52Z2018-12-04T20:11:52ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: An investigative sandbox done well (4 stars)TheDegradedhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2017-05-04T10:26:21Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>When a local GM offered to run this scenario for me, I instantly said yes. The lure of knowledge about Numeria’s otherworldly secrets is simply too much for my techno-crazed gnome alchemist to resist. As it turns out, two melee-druids, a bloodrager and a swashbuckler couldn’t help themselves either and into the high tier we went. </p>
<p>It’s worth pointing out that we basically had all the skillchecks covered well. A few party members were great with social skills, while the others did a mighty fine job with knowledges and perception. To get the most out of this scenario, it’s worth recommending to bring this diversity as it helps you in many ways, both expected and unexpected.</p>
<p>The setting and concept behind the scenario is great. The city of Nantambu is a joy. Having to make sure that a certain book is protected and that the lodge remains a secret makes sense, especially as you don’t want innocent people to die. What’s even better though, is that you as a group get to decide how to go about things. You can opt for brute force, intrigue and stealth or even a more social approach. It’s a investigative sandbox, just the way I like it!</p>
<p>Given our party, I doubt it’s a surprise we typically went for the brute force option unless innocent bystanders were present. As you can imagine we brought a whole bunch of damage, but that doesn’t mean the fights were not challenging and that there were no role-playing opportunities. Trust me, there’s plenty of role-playing to be done and the fights all offer a nasty surprise that would catch us off guard. Due to circumstances and great skill checks, we even managed to keep the lodge hidden, but we made sure the security had been vastly improved.</p>
<p>In short this is a more than solid scenario. The plot is great, the setting is excellent and the NPC's and opponents are well designed. I can only imagine what would happen should you fail to keep the place hidden, especially if you went the extra mile and added extra security measures. I think that this scenario is even better if you ‘fail’ to a certain extend. If I were to nitpick though, and I will, I’d say that the scenario might be a bit lengthy if you really want to explore every nook and cranny. That’s a shame since this scenario actually deserves this thorough approach. As such I will recommend this scenario, but only if you got a long timeslot for it.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>When a local GM offered to run this scenario for me, I instantly said yes. The lure of knowledge about Numeria’s otherworldly secrets is simply too much for my techno-crazed gnome alchemist to resist. As it turns out, two melee-druids, a bloodrager and a swashbuckler couldn’t help themselves either and into the high tier we went. </p>
<p>It’s worth pointing out that we basically had all the skillchecks covered well. A few party members were great with social skills, while the others did a mighty fine job with knowledges and perception. To get the most out of this scenario, it’s worth recommending to bring this diversity as it helps you in many ways, both expected and unexpected.</p>
<p>The setting and concept behind the scenario is great. The city of Nantambu is a joy. Having to make sure that a certain book is protected and that the lodge remains a secret makes sense, especially as you don’t want innocent people to die. What’s even better though, is that you as a group get to decide how to go about things. You can opt for brute force, intrigue and stealth or even a more social approach. It’s a investigative sandbox, just the way I like it!</p>
<p>Given our party, I doubt it’s a surprise we typically went for the brute force option unless innocent bystanders were present. As you can imagine we brought a whole bunch of damage, but that doesn’t mean the fights were not challenging and that there were no role-playing opportunities. Trust me, there’s plenty of role-playing to be done and the fights all offer a nasty surprise that would catch us off guard. Due to circumstances and great skill checks, we even managed to keep the lodge hidden, but we made sure the security had been vastly improved.</p>
<p>In short this is a more than solid scenario. The plot is great, the setting is excellent and the NPC's and opponents are well designed. I can only imagine what would happen should you fail to keep the place hidden, especially if you went the extra mile and added extra security measures. I think that this scenario is even better if you ‘fail’ to a certain extend. If I were to nitpick though, and I will, I’d say that the scenario might be a bit lengthy if you really want to explore every nook and cranny. That’s a shame since this scenario actually deserves this thorough approach. As such I will recommend this scenario, but only if you got a long timeslot for it.</p>TheDegraded2017-05-04T10:26:21ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF (5 stars)Slothsyhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2016-04-19T15:50:24Z...Slothsy2016-04-19T15:50:24ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: One big mistake (1 star)Avatar-1https://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2015-02-13T03:36:24Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>We split the party (oops) and ended up being separated from the others for 2d4 ingame hours - our GM rolled two 4's, so 8 hours. At the time, we didn't think we were going to be travelling that far, but if that's as long as it takes, maybe it's not as big of an issue as it seems, right? Wrong.</p>
<p>In a scenario where an assault is coming based on a time constraint, that is a fairly big blunder to write into the scenario, even if you expect that the party will stay together.</p>
<p>This likely isn't fair on the rest of the scenario, but this was my experience with it, and I'm glad I'm not the only reviewer.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>We split the party (oops) and ended up being separated from the others for 2d4 ingame hours - our GM rolled two 4's, so 8 hours. At the time, we didn't think we were going to be travelling that far, but if that's as long as it takes, maybe it's not as big of an issue as it seems, right? Wrong.</p>
<p>In a scenario where an assault is coming based on a time constraint, that is a fairly big blunder to write into the scenario, even if you expect that the party will stay together.</p>
<p>This likely isn't fair on the rest of the scenario, but this was my experience with it, and I'm glad I'm not the only reviewer.</p>Avatar-12015-02-13T03:36:24ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Can be very difficult (3 stars)Angel Hunter Dhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-12-22T07:10:44Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Played this scenario recently, wow was it a doozy. It could have just been difficult because we had no crowd control characters at the table but the fights were very tricky for a table of 5 level 5 characters (had a character death too in the second fight). I suppose our GM might have just done it injustice, but the 5 hour slot ended up forcing us to rush through most of it after the second fight (the one in the bar), and the sandbox nature that i keep hearing about was never really relevant as we were lead to believe there was a deadline on our actions (to the point where we couldn't even plan beyond "seek and destroy").</p>
<p>TL;DR - Could be very fun, needs the right GM and a balanced party.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Played this scenario recently, wow was it a doozy. It could have just been difficult because we had no crowd control characters at the table but the fights were very tricky for a table of 5 level 5 characters (had a character death too in the second fight). I suppose our GM might have just done it injustice, but the 5 hour slot ended up forcing us to rush through most of it after the second fight (the one in the bar), and the sandbox nature that i keep hearing about was never really relevant as we were lead to believe there was a deadline on our actions (to the point where we couldn't even plan beyond "seek and destroy").</p>
<p>TL;DR - Could be very fun, needs the right GM and a balanced party.</p>Angel Hunter D2014-12-22T07:10:44ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: A Sandbox of Fun (5 stars)Parodyhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-12-04T08:59:56Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>This was a fun one. I liked the setup and I was especially glad I could contribute to the sandbox challenges even though I was playing a character who wasn't well-suited for what we could accomplish. The big fight was tough but not unfairly overwhelming like sometimes happens.</p>
<p>If you can, find a group of friends and play this one. I think you'll like it.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>This was a fun one. I liked the setup and I was especially glad I could contribute to the sandbox challenges even though I was playing a character who wasn't well-suited for what we could accomplish. The big fight was tough but not unfairly overwhelming like sometimes happens.</p>
<p>If you can, find a group of friends and play this one. I think you'll like it.</p>Parody2014-12-04T08:59:56ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF (5 stars)Dhennhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-12-02T03:40:56Z<p>Ran this for the low tier, and it was definitely one of my favorites to GM so far, worth the extra prep time that's necessary to do it justice. The sandboxy setup was a nice change of pace, and it provided a solid base of information to make sure that GMs have plenty of tools for an unfamiliar setting. NPCs and locations were fleshed out in more detail than typical for a scenario, which was awesome. Hoping to see more of Aya Allahe, Nantambu, and Sharrowsmith's Exports going forward.</p>
<p>The time limit was a nice mechanic, especially as it took slot length into consideration.</p>
<p>We had a powerful party, so combats were less deadly than expected for a Kyle Baird scenario, but NPC enemies were creative and well designed.</p><p>Ran this for the low tier, and it was definitely one of my favorites to GM so far, worth the extra prep time that's necessary to do it justice. The sandboxy setup was a nice change of pace, and it provided a solid base of information to make sure that GMs have plenty of tools for an unfamiliar setting. NPCs and locations were fleshed out in more detail than typical for a scenario, which was awesome. Hoping to see more of Aya Allahe, Nantambu, and Sharrowsmith's Exports going forward.</p>
<p>The time limit was a nice mechanic, especially as it took slot length into consideration.</p>
<p>We had a powerful party, so combats were less deadly than expected for a Kyle Baird scenario, but NPC enemies were creative and well designed.</p>Dhenn2014-12-02T03:40:56ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Fun and nonlinear (5 stars)rknophttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-11-22T13:46:26Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>A player perspective here; I haven't read or GMed this. (It would be a neat trick to GM it without reading it, eh?)</p>
<p>This was a fun one. There was a lot of roleplaying in it, and it was nonlinear in that we were given a bunch of various options for things we could do, and it was left to us how to accomplish it. Also, we were able to avoid a couple of combats through good roleplaying and/or a clever approach to the situation. (I'm not sure how much this was the GM leaning on the "creative solutions" rule in the PFS Guide and how much was written into the scenario as is, but it worked quite well in the game I played in.) Our actions earlier in the scenario made a pretty huge different to how things played out in the end.</p>
<p>One note: this one did run a bit long. Part of that was because we did have some fun with the roleplaying, which of course to many of us is a big point of the game, so it's all good. However, a couple of die rolls different, and this one (in an online VTT game) would have easily lasted 5 hours, perhaps a bit more.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>A player perspective here; I haven't read or GMed this. (It would be a neat trick to GM it without reading it, eh?)</p>
<p>This was a fun one. There was a lot of roleplaying in it, and it was nonlinear in that we were given a bunch of various options for things we could do, and it was left to us how to accomplish it. Also, we were able to avoid a couple of combats through good roleplaying and/or a clever approach to the situation. (I'm not sure how much this was the GM leaning on the "creative solutions" rule in the PFS Guide and how much was written into the scenario as is, but it worked quite well in the game I played in.) Our actions earlier in the scenario made a pretty huge different to how things played out in the end.</p>
<p>One note: this one did run a bit long. Part of that was because we did have some fun with the roleplaying, which of course to many of us is a big point of the game, so it's all good. However, a couple of die rolls different, and this one (in an online VTT game) would have easily lasted 5 hours, perhaps a bit more.</p>rknop2014-11-22T13:46:26ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: A Stargate Sandbox, Indeed... (4 stars)Cyricukhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-11-08T17:28:42Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Only play this with an experienced GM... It will greatly enhance your PFS experience... </p>
<p>I need to explain…</p>
<p>I played this adventure at OddCon UK, with a Venture lieutenant GM’ing… Convention uses Warhorn (Great App) so we could roughly see what the tables would look like on the day…</p>
<p>The opening RP encounter was fun… It provided a nice intro to the mod and didn’t set in stone the priorities of the module… This adventure seemed as though it was a sandbox…</p>
<p>Then it all went wild…</p>
<p>The adventure was somewhat misleading, it felt like an episode of Stargate SG-1… It then felt like a scavenger hunt… It left us confused as to the main outcome of the adventure… The storyline progressed but had you unsure to the paths you could take…</p>
<p>The combats were over very quickly except for the last… It’s a shame I enjoyed all the combats, though last combat I just wanted it to continue just a little longer…</p>
<p>The RP encounters were handled with great success… The presentation of the main threat felt like a threat and not a gimmick for this year’s story arc… The Pathfinder’s all found the exploration through deception and disguise an engaging aspect of the adventure… We all seemed disappointed it ended… We didn’t feel as though we had quite finished all we wanted to achieve in this adventure and it left us wanting another round…</p>
<p>I wanted to see is realistic fantasy storyline that gets you involved… and Kyle Baird presented a multifaceted adventure with a suitable challenge rating… </p>
<p>Please play this… It advances the ideals of the pathfinder society game and shows excellent execution from a writer, editor and campaign staff… Please again and again… This style of mod DOES further community gaming of PFS goals...</p>
<p>Though this did remind me of the Inauguration episode slightly...</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Only play this with an experienced GM... It will greatly enhance your PFS experience... </p>
<p>I need to explain…</p>
<p>I played this adventure at OddCon UK, with a Venture lieutenant GM’ing… Convention uses Warhorn (Great App) so we could roughly see what the tables would look like on the day…</p>
<p>The opening RP encounter was fun… It provided a nice intro to the mod and didn’t set in stone the priorities of the module… This adventure seemed as though it was a sandbox…</p>
<p>Then it all went wild…</p>
<p>The adventure was somewhat misleading, it felt like an episode of Stargate SG-1… It then felt like a scavenger hunt… It left us confused as to the main outcome of the adventure… The storyline progressed but had you unsure to the paths you could take…</p>
<p>The combats were over very quickly except for the last… It’s a shame I enjoyed all the combats, though last combat I just wanted it to continue just a little longer…</p>
<p>The RP encounters were handled with great success… The presentation of the main threat felt like a threat and not a gimmick for this year’s story arc… The Pathfinder’s all found the exploration through deception and disguise an engaging aspect of the adventure… We all seemed disappointed it ended… We didn’t feel as though we had quite finished all we wanted to achieve in this adventure and it left us wanting another round…</p>
<p>I wanted to see is realistic fantasy storyline that gets you involved… and Kyle Baird presented a multifaceted adventure with a suitable challenge rating… </p>
<p>Please play this… It advances the ideals of the pathfinder society game and shows excellent execution from a writer, editor and campaign staff… Please again and again… This style of mod DOES further community gaming of PFS goals...</p>
<p>Though this did remind me of the Inauguration episode slightly...</p>Cyricuk2014-11-08T17:28:42ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Good scenario (4 stars)BartonOliverhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-10-14T09:47:26Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Easily my favorite scenario of the end of the season 5 releases and the beginning of season 6. In fact one of my favorite non-specials. That being said this scenario should not be run in a time limited format (unless you're time limit is 6 or 8 hours). It can run long very very long if you were to do everything. Otherwise, really good scenario.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Easily my favorite scenario of the end of the season 5 releases and the beginning of season 6. In fact one of my favorite non-specials. That being said this scenario should not be run in a time limited format (unless you're time limit is 6 or 8 hours). It can run long very very long if you were to do everything. Otherwise, really good scenario.</p>BartonOliver2014-10-14T09:47:26ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Great flavor, plot, and challenge (5 stars)MillerHerohttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-22T15:44:08Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>The players and I had a blast with this scenario. They appreciated the sandbox nature to perform whatever tasks they deemed most important. NPC interaction was a highlight of the experience and the combats were appropriately challenging, placing the PCs near failure but ultimately succeeding.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>The players and I had a blast with this scenario. They appreciated the sandbox nature to perform whatever tasks they deemed most important. NPC interaction was a highlight of the experience and the combats were appropriately challenging, placing the PCs near failure but ultimately succeeding.</p>MillerHero2014-09-22T15:44:08ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Take the Time (4 stars)Curaighhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-20T22:53:49Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>If it matters I GMed this and had time to prep.</p>
<p>I like the sandbox effect of adventures and this one did not disappoint. I have a greater feel of Nantambu than before (though I still had to check the spelling three times in writing this :). One of my players was familiar with the mages and was eager to explore their school which the sandbox nature allowed. Take the time to explore the city and you will be rewarded (if you like Golarion lore).</p>
<p>Sandbox helpful stuff included:
<br />
A handful of local NPCs to provide GMs some interaction.•,
<br />
Decently hidden foreshadowing (easter eggs?)
<br />
Multiple reasons to explore the city while investigating (including even simple shopping)
<br />
Chances to explore outside the city (one actual, two NPC backstories)</p>
<p>Necessary sandbox stuff not included:
<br />
Timeline or a sense of urgency, while there is deadline (with the rules to start event X by 90 minutes if a timed venue) the PCs have no idea about this and could just keep exploring.
<br />
No sense the Technic League is closing in (my players felt they defeated them all). Building suspense suffered for it (GM fault?)
<br />
Random locations/attractions (a list of local shops, random (Mwangi?) creatures working, fountains/statues/historical markers/etc. Even some evidence of Technic League brutality could be a bulleted list.•••</p>
<p>•I wish these were placed earlier in the scenario, printed in the 'option B' means I missed them while players were doing option A (good thing it wasn't run cold right?). Worse B directly affected option A, but the PCs were already done.
<br />
••without the proper skills and lucky rolls my PCs missed these, more options for the same info would be useful.
<br />
•••While I believe the GM should provide this, a sandbox venue can really stretch out. I ran out of descriptions (and I am pretty sure my players knew they all came from my limited Black Panther/Wakanda knowledge). I know this is a wordcount issue, & in this case I would have subbed the lengthy word-count allowed the arrive-by-miserable-boat-conversation the PCs 'remember' having with the VC. Perhaps this was an allusion to something lost in editing, but even so it was pre-scenario and my players waved it away and just wanted to start their mission. In short a sidebar with twelve local flavors would be helpful (in all sandbox adventures).</p>
<p>Overall a fun-time, especially if your grant players a chance to go through it all. Let them explore Nantambu and witness the ruthless Technic League.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>If it matters I GMed this and had time to prep.</p>
<p>I like the sandbox effect of adventures and this one did not disappoint. I have a greater feel of Nantambu than before (though I still had to check the spelling three times in writing this :). One of my players was familiar with the mages and was eager to explore their school which the sandbox nature allowed. Take the time to explore the city and you will be rewarded (if you like Golarion lore).</p>
<p>Sandbox helpful stuff included:
<br />
A handful of local NPCs to provide GMs some interaction.•,
<br />
Decently hidden foreshadowing (easter eggs?)
<br />
Multiple reasons to explore the city while investigating (including even simple shopping)
<br />
Chances to explore outside the city (one actual, two NPC backstories)</p>
<p>Necessary sandbox stuff not included:
<br />
Timeline or a sense of urgency, while there is deadline (with the rules to start event X by 90 minutes if a timed venue) the PCs have no idea about this and could just keep exploring.
<br />
No sense the Technic League is closing in (my players felt they defeated them all). Building suspense suffered for it (GM fault?)
<br />
Random locations/attractions (a list of local shops, random (Mwangi?) creatures working, fountains/statues/historical markers/etc. Even some evidence of Technic League brutality could be a bulleted list.•••</p>
<p>•I wish these were placed earlier in the scenario, printed in the 'option B' means I missed them while players were doing option A (good thing it wasn't run cold right?). Worse B directly affected option A, but the PCs were already done.
<br />
••without the proper skills and lucky rolls my PCs missed these, more options for the same info would be useful.
<br />
•••While I believe the GM should provide this, a sandbox venue can really stretch out. I ran out of descriptions (and I am pretty sure my players knew they all came from my limited Black Panther/Wakanda knowledge). I know this is a wordcount issue, & in this case I would have subbed the lengthy word-count allowed the arrive-by-miserable-boat-conversation the PCs 'remember' having with the VC. Perhaps this was an allusion to something lost in editing, but even so it was pre-scenario and my players waved it away and just wanted to start their mission. In short a sidebar with twelve local flavors would be helpful (in all sandbox adventures).</p>
<p>Overall a fun-time, especially if your grant players a chance to go through it all. Let them explore Nantambu and witness the ruthless Technic League.</p>Curaigh2014-09-20T22:53:49ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Enjoyable Sandbox (4 stars)Chris O'Reillyhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-17T07:46:57Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>We played low tier but we were at the higher end of the APL curve and had good characters for the scenario. As such the scenario was much less challenging than we were expecting but it was still enjoyable. I havent read the scenario but found it interesting enough that I will probably get it just to read all the background. </p>
<p>Likes
<br />
Flavorful location
<br />
Sandbox nature</p>
<p>Dislikes
<br />
Length- I take it the scenario has instructions for how to fit into a 4 hour slot but the completionist in me doesnt like the feeling that I didnt get "the full experience"
<br />
Faction Missions- We had both faction missions at the table and both just seemed like "succeed at what you were going to do anyway" kinds.
<br />
Difficulty- I actually wish this had been more... kyle baird. We had a strong party for this scenario so that probably wont be the experience for most people. When you have a reputation as a writer, though, its a blessing and a curse!</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>We played low tier but we were at the higher end of the APL curve and had good characters for the scenario. As such the scenario was much less challenging than we were expecting but it was still enjoyable. I havent read the scenario but found it interesting enough that I will probably get it just to read all the background. </p>
<p>Likes
<br />
Flavorful location
<br />
Sandbox nature</p>
<p>Dislikes
<br />
Length- I take it the scenario has instructions for how to fit into a 4 hour slot but the completionist in me doesnt like the feeling that I didnt get "the full experience"
<br />
Faction Missions- We had both faction missions at the table and both just seemed like "succeed at what you were going to do anyway" kinds.
<br />
Difficulty- I actually wish this had been more... kyle baird. We had a strong party for this scenario so that probably wont be the experience for most people. When you have a reputation as a writer, though, its a blessing and a curse!</p>Chris O'Reilly2014-09-17T07:46:57ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Long but Fun! (5 stars)Kigvanhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-17T03:25:39Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I ended up playing this at a friend's house rather than at one of the local game stores that runs PFS games. It was a very rich setting with lots of background info able to be found out by the group. It is really good to see so much detail on Natambu. Good preparation I am sure makes the sandbox portion of this scenario run much more smoothly. While there is technology involved, this scenario doesn't feel like it is a sci-fi game. There are some interesting opponents and challenges in this scenario. In a normal time slot players are going to have to make decisions on what actions they want to take, there will not probably be enough time to do everything. Playing this in a private home let us play without worry about making a time slot or closing hours. We got a fairly late start probably close to 8pm, next thing we knew it was nearly 11pm, then 1am, and we finally finished at 2am, but we did do (I think, I haven't read the scenario yet, just played in it) every task. There apparently is a mechanism to wrap up the scenario in a timely manner if the players are trying to do everything; I think this is very valuable for running at game stores or conventions. </p>
<p>I highly recommend if people are able to take the time to play this thoroughly if they have the chance.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I ended up playing this at a friend's house rather than at one of the local game stores that runs PFS games. It was a very rich setting with lots of background info able to be found out by the group. It is really good to see so much detail on Natambu. Good preparation I am sure makes the sandbox portion of this scenario run much more smoothly. While there is technology involved, this scenario doesn't feel like it is a sci-fi game. There are some interesting opponents and challenges in this scenario. In a normal time slot players are going to have to make decisions on what actions they want to take, there will not probably be enough time to do everything. Playing this in a private home let us play without worry about making a time slot or closing hours. We got a fairly late start probably close to 8pm, next thing we knew it was nearly 11pm, then 1am, and we finally finished at 2am, but we did do (I think, I haven't read the scenario yet, just played in it) every task. There apparently is a mechanism to wrap up the scenario in a timely manner if the players are trying to do everything; I think this is very valuable for running at game stores or conventions. </p>
<p>I highly recommend if people are able to take the time to play this thoroughly if they have the chance.</p>Kigvan2014-09-17T03:25:39ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Brilliant and Epic (5 stars)Monkhoundhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-16T15:04:57Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I played this as a LvL5 Ranger along with a few sixes and a seven (so low tier), amongst which Ascalaphus and Damanta, at Maglok's table, and I had a blast.</p>
<p>Adventure (5): The party is sent from Absalom to Nantambu (without stopping in Bloodcove) to recover an important book containing information about the secrets of the Technic League. Nantambu is a beautiful location, and Maglok described the "defiant city in the heart of Africa"-feel incredibly well.</p>
<p>Combat (5): The encounters are very tough and the challenge is great, but every party member had multiple moments to shine. The end encounter has some really nasty spells (as Damanta mentionned in his final "Eep"-spoiler). Barely achieving the primary objective with a succesful untrained Sunder maneuver (thanks Favored Enemy!), was a moment I won't forget very soon.</p>
<p>Background/RP (5): The strategic choice the players must make are great RP moments. Each of us weighed the pros and cons, and in the end we let our alignments do the rest, while still having the feeling having made a significant choice. The NPC's, both ally and enemy, all had personality; A feature that is difficult to achieve succesfully.</p>
<p>Skills (5): YES! I could finally use (non-CS) knowledges I invested in heavily, which had very unexpected, but awesome (!) consequences during the final encounter. Actually succeeding in reading the book, was a nice bonus feel-good moment. Proud of the quote on my chronicle sheet!</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I played this as a LvL5 Ranger along with a few sixes and a seven (so low tier), amongst which Ascalaphus and Damanta, at Maglok's table, and I had a blast.</p>
<p>Adventure (5): The party is sent from Absalom to Nantambu (without stopping in Bloodcove) to recover an important book containing information about the secrets of the Technic League. Nantambu is a beautiful location, and Maglok described the "defiant city in the heart of Africa"-feel incredibly well.</p>
<p>Combat (5): The encounters are very tough and the challenge is great, but every party member had multiple moments to shine. The end encounter has some really nasty spells (as Damanta mentionned in his final "Eep"-spoiler). Barely achieving the primary objective with a succesful untrained Sunder maneuver (thanks Favored Enemy!), was a moment I won't forget very soon.</p>
<p>Background/RP (5): The strategic choice the players must make are great RP moments. Each of us weighed the pros and cons, and in the end we let our alignments do the rest, while still having the feeling having made a significant choice. The NPC's, both ally and enemy, all had personality; A feature that is difficult to achieve succesfully.</p>
<p>Skills (5): YES! I could finally use (non-CS) knowledges I invested in heavily, which had very unexpected, but awesome (!) consequences during the final encounter. Actually succeeding in reading the book, was a nice bonus feel-good moment. Proud of the quote on my chronicle sheet!</p>Monkhound2014-09-16T15:04:57ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: A well done adventure (4 stars)Grolickhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-13T23:42:59Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Overall, this was a great scenario. Some of the battles can be challenging, and some of them are not, nor are they intended to be. I love the "Sandbox" feel to it. It gave the party several options of what to do, which was really nice. Additionally, this scenario made great use of available maps, which is a HUGE plus in my book.</p>
<p>The lack of 5 stars comes down to two things for me. 1. The only map that needs to be drawn was huge, and depending on the locations available, it is just too large for some tables. 2. I feel like a lot of the faction missions were too vague to be able to accomplish without being overt to the players as GM on how to achieve them.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Overall, this was a great scenario. Some of the battles can be challenging, and some of them are not, nor are they intended to be. I love the "Sandbox" feel to it. It gave the party several options of what to do, which was really nice. Additionally, this scenario made great use of available maps, which is a HUGE plus in my book.</p>
<p>The lack of 5 stars comes down to two things for me. 1. The only map that needs to be drawn was huge, and depending on the locations available, it is just too large for some tables. 2. I feel like a lot of the faction missions were too vague to be able to accomplish without being overt to the players as GM on how to achieve them.</p>Grolick2014-09-13T23:42:59ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Quite entertaining adventure but too long (5 stars)pauljathomehttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-05T16:59:02Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I played this at high tier with the 4 player adjustment</p>
<p>Full marks for the setting, the story, the chrome and the combats.</p>
<p>I nearly died once but it was totally reasonable (ie, we got careless).</p>
<p>Its a very entertaining mostly sandbox adventure with the potential for lots of role playing, combat. and just visiting a really interesting location.</p>
<p>The downside is that it is significantly too long. I know Paizo likes to entertain the fiction that we all have 5 or 6 hours per session but the reality. at least up here, is that we are lucky to get a full 4 hours in.</p>
<p>Although I was a player it was very obvious how much preparation the GM had to do. He'd drawn several maps.</p>
<p>Several of the battles were fairly interesting with opponents with a different feel to them.</p>
<p>The final battle potentially involved well over 20 combatants. We had little time remaining so the GM, perforce hand waved a lot of it. As a result it felt more anticlimactic than epic. NOT blaming the GM, we were all having LOTS of fun in the earlier bits and I'm glad he shortened the battle as opposed to some other stuff.</p>
<p>So, 5 stars for the scenario as a whole. But I'm taking off a star for the length of it (missed stuff as a player). I suspect that I'd take another star off as the GM for the sheer amount of work involved in running it.</p>
<p>So, 4 stars.</p>
<p>I think that we need more 2 part scenarios (like the Kaer Maga ones). This adventure could easily have been expanded to fit 2 scenarios and, if they both had this quality, I'd have very likely rated them both as 5 star.</p>
<p>Edit: it has been pointed out to me that the scenario specifically stated that 90 minutes should be left for the final battle. I believe that the GM acted correctly with this particular group in not doing that as were all greatly enjoying the other stuff. But it does mean that my comment about the final battle should be taken very much in context.</p>
<p>I've changed the stars. Its now 4.5 and I chose to round up :-)</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I played this at high tier with the 4 player adjustment</p>
<p>Full marks for the setting, the story, the chrome and the combats.</p>
<p>I nearly died once but it was totally reasonable (ie, we got careless).</p>
<p>Its a very entertaining mostly sandbox adventure with the potential for lots of role playing, combat. and just visiting a really interesting location.</p>
<p>The downside is that it is significantly too long. I know Paizo likes to entertain the fiction that we all have 5 or 6 hours per session but the reality. at least up here, is that we are lucky to get a full 4 hours in.</p>
<p>Although I was a player it was very obvious how much preparation the GM had to do. He'd drawn several maps.</p>
<p>Several of the battles were fairly interesting with opponents with a different feel to them.</p>
<p>The final battle potentially involved well over 20 combatants. We had little time remaining so the GM, perforce hand waved a lot of it. As a result it felt more anticlimactic than epic. NOT blaming the GM, we were all having LOTS of fun in the earlier bits and I'm glad he shortened the battle as opposed to some other stuff.</p>
<p>So, 5 stars for the scenario as a whole. But I'm taking off a star for the length of it (missed stuff as a player). I suspect that I'd take another star off as the GM for the sheer amount of work involved in running it.</p>
<p>So, 4 stars.</p>
<p>I think that we need more 2 part scenarios (like the Kaer Maga ones). This adventure could easily have been expanded to fit 2 scenarios and, if they both had this quality, I'd have very likely rated them both as 5 star.</p>
<p>Edit: it has been pointed out to me that the scenario specifically stated that 90 minutes should be left for the final battle. I believe that the GM acted correctly with this particular group in not doing that as were all greatly enjoying the other stuff. But it does mean that my comment about the final battle should be taken very much in context.</p>
<p>I've changed the stars. Its now 4.5 and I chose to round up :-)</p>pauljathome2014-09-05T16:59:02ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Exciting and exotic (5 stars)Ascalaphushttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-04T13:00:05Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Played this at low tier with Damanta at Maglok's table.</p>
<p>So far this is my favorite S6 scenario, and one of my favorite PFS scenarios period. It's got a strong story, strong challenges, and a lot of different possibilities for player strategy. It's also a big scenario; you do a LOT of things. You want to make sure you have no time constraints when running this, you don't want to rush it. But it's well worth that. Man, I'm getting adrenaline pumping again thinking back to it.</p>
<p>First, the setting: Nantambu. Woran had done his homework, and took a moment to lay out the flavor of the city to us. We briefly saw a really pretty map although it played no role in the rest of the scenario. Nevertheless, it's one of those maps that really set down the idea of the place in your mind. Nanatambu is an interesting place for this scenario because it's quite far away for both the Society and its opponents, and the playground of the Magaambya, a badass (but Good!) magic college that we did not want to end up on the wrong side of. So while we had a party of heavy hitters, we yet had to be a bit subtle about things.</p>
<p>Second, story: it makes sense. A book with a lot of precious information, and the TL will stop at nothing to destroy it. They WILL destroy the lodge and kill civilians to get to it. That MUST be prevented somehow. Just getting the book out is not enough, that'll still destroy the lodge and people. It's up to you to be heroes and prevent that from happening.</p>
<p>Which is where it gets really awesome: you actually get to choose your own strategy on how to do that. There are many things to work with; you can try intrigue, you can try preemptive attacks, or you can dig in. Or you can do combinations of the above. At one point we contemplated inviting a bunch of Magaambya wizards for a social function around the estimated time of TL attack :P In the end our strategy was actually determined by morality; </p>
<p>[Spoiler omitted]</p>
<p>After that we pursued another lead and continued our attacks against the TL, attacking fast and furious. However, we weren't fast enough to stop the TL from finding our lodge, so when we got back they were already inside. However, our preemptive strikes had weakened their forces, making it a fair but hard-fought fight. They had some seriously scary stuff with them. This is one of those scenarios where the final fight does not disappoint.</p>
<p>Then, RP. This scenario has quite a bit of it. From just talking with our first informant, to various NPCs we rescued, to some other people whose help we wanted, there was good RP to be had, all of it relevant and a lot of it very funny.</p>
<p><b>Combat: 5</b> Challenging but fair, original enemies and interesting tactics. On a bigger scale, in this scenario you not only have to think about your tactics in combat, but you have to find a strategy for the whole scenario, and your choices matter a great deal. That's really well done.</p>
<p><b>Story/scenery: 5</b> The story makes sense, is interesting, and the stakes are high. And Nantambu is a very cool place for it: both we and the TL were nicely out of our element there.</p>
<p><b>RP: 4</b> Good RP was had. I understand that it's possible to solve a bigger part of the scenario socially than we did, but given our militaristic methods, there was still a lot of nice RP. This is not a murderhobo scenario, this is a scenario for heroes that can handle fighting.</p>
<p><b>Miscellaneous: 5</b> The whole Technologist thing really isn't an issue in this one; it's annoying in 6-01 and 6-02 but it doesn't cause any problems here. Here, the TL are worthy opponents using their own exotic powers against our exotic powers. Also, this scenario allows for a LOT of player creativity while still maintaining a focused story, and that's rare.</p>
<p>I think this scenario does really well on what I want from PFS: a good challenge, a story that works, in a cool setting.</p>
<p>A final warning: as a player you won't be able to do everything in this scenario. You're on a clock and need to pick your strategies, which means you get to see those parts you choose. I don't consider that a flaw; there's no false decisions where the same thing happens regardless of your choices.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Played this at low tier with Damanta at Maglok's table.</p>
<p>So far this is my favorite S6 scenario, and one of my favorite PFS scenarios period. It's got a strong story, strong challenges, and a lot of different possibilities for player strategy. It's also a big scenario; you do a LOT of things. You want to make sure you have no time constraints when running this, you don't want to rush it. But it's well worth that. Man, I'm getting adrenaline pumping again thinking back to it.</p>
<p>First, the setting: Nantambu. Woran had done his homework, and took a moment to lay out the flavor of the city to us. We briefly saw a really pretty map although it played no role in the rest of the scenario. Nevertheless, it's one of those maps that really set down the idea of the place in your mind. Nanatambu is an interesting place for this scenario because it's quite far away for both the Society and its opponents, and the playground of the Magaambya, a badass (but Good!) magic college that we did not want to end up on the wrong side of. So while we had a party of heavy hitters, we yet had to be a bit subtle about things.</p>
<p>Second, story: it makes sense. A book with a lot of precious information, and the TL will stop at nothing to destroy it. They WILL destroy the lodge and kill civilians to get to it. That MUST be prevented somehow. Just getting the book out is not enough, that'll still destroy the lodge and people. It's up to you to be heroes and prevent that from happening.</p>
<p>Which is where it gets really awesome: you actually get to choose your own strategy on how to do that. There are many things to work with; you can try intrigue, you can try preemptive attacks, or you can dig in. Or you can do combinations of the above. At one point we contemplated inviting a bunch of Magaambya wizards for a social function around the estimated time of TL attack :P In the end our strategy was actually determined by morality; </p>
<p>[Spoiler omitted]</p>
<p>After that we pursued another lead and continued our attacks against the TL, attacking fast and furious. However, we weren't fast enough to stop the TL from finding our lodge, so when we got back they were already inside. However, our preemptive strikes had weakened their forces, making it a fair but hard-fought fight. They had some seriously scary stuff with them. This is one of those scenarios where the final fight does not disappoint.</p>
<p>Then, RP. This scenario has quite a bit of it. From just talking with our first informant, to various NPCs we rescued, to some other people whose help we wanted, there was good RP to be had, all of it relevant and a lot of it very funny.</p>
<p><b>Combat: 5</b> Challenging but fair, original enemies and interesting tactics. On a bigger scale, in this scenario you not only have to think about your tactics in combat, but you have to find a strategy for the whole scenario, and your choices matter a great deal. That's really well done.</p>
<p><b>Story/scenery: 5</b> The story makes sense, is interesting, and the stakes are high. And Nantambu is a very cool place for it: both we and the TL were nicely out of our element there.</p>
<p><b>RP: 4</b> Good RP was had. I understand that it's possible to solve a bigger part of the scenario socially than we did, but given our militaristic methods, there was still a lot of nice RP. This is not a murderhobo scenario, this is a scenario for heroes that can handle fighting.</p>
<p><b>Miscellaneous: 5</b> The whole Technologist thing really isn't an issue in this one; it's annoying in 6-01 and 6-02 but it doesn't cause any problems here. Here, the TL are worthy opponents using their own exotic powers against our exotic powers. Also, this scenario allows for a LOT of player creativity while still maintaining a focused story, and that's rare.</p>
<p>I think this scenario does really well on what I want from PFS: a good challenge, a story that works, in a cool setting.</p>
<p>A final warning: as a player you won't be able to do everything in this scenario. You're on a clock and need to pick your strategies, which means you get to see those parts you choose. I don't consider that a flaw; there's no false decisions where the same thing happens regardless of your choices.</p>Ascalaphus2014-09-04T13:00:05ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Player options aplenty (5 stars)Maglokhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-02T07:14:06Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I have really enjoyed running this scenario. Without going into detail too much the players get all kinds of options to deal with situations, which really works towards the feeling that the player's choices matter.</p>
<p>The fights are special. They have special rules that are simply original and fun. The fights are no pushover, but they are fair.</p>
<p>The scifi in the scenario was done very well as well. It is there, but it is mysterious.</p>
<p>The setting is done really well. My players loved the Mwangi Expanse mood.</p>
<p>Is there some bad things to mention? Hard to say, but I think perhaps the scenario promotes splitting the party a bit much. I do not like it when I spend time with some players and the rest are in waiting mode.</p>
<p>Overall, I want more of this! Some spoilers under the tag.</p>
<p>[Spoiler omitted]</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I have really enjoyed running this scenario. Without going into detail too much the players get all kinds of options to deal with situations, which really works towards the feeling that the player's choices matter.</p>
<p>The fights are special. They have special rules that are simply original and fun. The fights are no pushover, but they are fair.</p>
<p>The scifi in the scenario was done very well as well. It is there, but it is mysterious.</p>
<p>The setting is done really well. My players loved the Mwangi Expanse mood.</p>
<p>Is there some bad things to mention? Hard to say, but I think perhaps the scenario promotes splitting the party a bit much. I do not like it when I spend time with some players and the rest are in waiting mode.</p>
<p>Overall, I want more of this! Some spoilers under the tag.</p>
<p>[Spoiler omitted]</p>Maglok2014-09-02T07:14:06ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Nice adventure, lots of oppertunities. (5 stars)Damantahttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-09-01T17:47:48Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>We played this in about 5,5 hours I think.</p>
<p>Party of 6, low tier: Summoner (7) with 4 armed eidolon, Ranger with greatsword (5), Cleric of Sarenrae with scimitar and healing and fire domain (6), Paladin of Sarenrae (6), Titan Mauler with two greatswords (6), Bloodrager with fauchard and abyssal bloodline (6).
<br />
[Spoiler omitted]</p>
<p>Fairly balanced party (most of us played a scenario together just before this one as well, so we knew a bit how everyone played and what their strength/weaknesses were) we had a great time.</p>
<p>Lots of options to choose from, and we went with an aggressive/diplomatic strategy, which paid off. Nasty surprises were had at the final battle when some very unexpected spells were tossed at us. </p>
<p>[Spoiler omitted]</p>
<p>For more great moments check out the Gamemaster thread on the PFS board, but beware of (more) spoilers.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>We played this in about 5,5 hours I think.</p>
<p>Party of 6, low tier: Summoner (7) with 4 armed eidolon, Ranger with greatsword (5), Cleric of Sarenrae with scimitar and healing and fire domain (6), Paladin of Sarenrae (6), Titan Mauler with two greatswords (6), Bloodrager with fauchard and abyssal bloodline (6).
<br />
[Spoiler omitted]</p>
<p>Fairly balanced party (most of us played a scenario together just before this one as well, so we knew a bit how everyone played and what their strength/weaknesses were) we had a great time.</p>
<p>Lots of options to choose from, and we went with an aggressive/diplomatic strategy, which paid off. Nasty surprises were had at the final battle when some very unexpected spells were tossed at us. </p>
<p>[Spoiler omitted]</p>
<p>For more great moments check out the Gamemaster thread on the PFS board, but beware of (more) spoilers.</p>Damanta2014-09-01T17:47:48ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Excellent Sandbox (5 stars)David_Brosshttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-31T18:50:33Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>This scenario suggests what actions the PCs take, and they are given some sense of urgency on some elements, but in the end the PCs skill checks and course of action determines exactly how the scenario goes. As a player driven scenario I love the design choice here. I'm less crazy about the faction missions which are no longer called out in scenario blurbs, although apparently knowing continents rather than nations would help here.</p>
<p>I'd also agree that the scenario is lengthy.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>This scenario suggests what actions the PCs take, and they are given some sense of urgency on some elements, but in the end the PCs skill checks and course of action determines exactly how the scenario goes. As a player driven scenario I love the design choice here. I'm less crazy about the faction missions which are no longer called out in scenario blurbs, although apparently knowing continents rather than nations would help here.</p>
<p>I'd also agree that the scenario is lengthy.</p>David_Bross2014-08-31T18:50:33ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Investigation done right (5 stars)ChesterCopperpothttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-31T02:17:11Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Had a great time playing this with a small party in the lower tier. Specific things I enjoyed:</p>
<p>1) Well-handled investigative aspects that were a mix of skill and combat challenges.
<br />
2) Interesting NPCs for the GM to bring to life.
<br />
3) NPC opponents with interesting builds and surprising abilities.
<br />
4) Numerian technology handled in appropriate (non-frustrating) manner.
<br />
5) Interesting setting.</p>
<p>My only criticism of this scenario would be that it is a bit lengthy. My group was able to bypass one encounter, and we still ran up against our slot time limit. (Our GM also endulged us for quite awhile in the sandbox portion, so that may have contributed.)</p>
<p>Overall, give yourself some time to enjoy this excellent scenario.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Had a great time playing this with a small party in the lower tier. Specific things I enjoyed:</p>
<p>1) Well-handled investigative aspects that were a mix of skill and combat challenges.
<br />
2) Interesting NPCs for the GM to bring to life.
<br />
3) NPC opponents with interesting builds and surprising abilities.
<br />
4) Numerian technology handled in appropriate (non-frustrating) manner.
<br />
5) Interesting setting.</p>
<p>My only criticism of this scenario would be that it is a bit lengthy. My group was able to bypass one encounter, and we still ran up against our slot time limit. (Our GM also endulged us for quite awhile in the sandbox portion, so that may have contributed.)</p>
<p>Overall, give yourself some time to enjoy this excellent scenario.</p>ChesterCopperpot2014-08-31T02:17:11ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Put your thinking cap on! (4 stars)xebechehttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-30T20:52:38Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I enjoyed the freedom and mystery of the mission. I felt like our decisions mattered. The combats were tough and engaging, but perhaps punishing less experienced players. Even playing a character ignorant of Numerian technology, there was a great deal of lore and information. I look forward to GMing this.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>I enjoyed the freedom and mystery of the mission. I felt like our decisions mattered. The combats were tough and engaging, but perhaps punishing less experienced players. Even playing a character ignorant of Numerian technology, there was a great deal of lore and information. I look forward to GMing this.</p>xebeche2014-08-30T20:52:38ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Solid Way to Start Season 6 (4 stars)Kristen Gipsonhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-29T09:29:22Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>When I ran this we were not confined to a 4 hr slot. It took 7 hrs with a dinner break in between. There were was some new rules discussions and ALOT of table talk. My initial review doesn't change any.</p>
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[Spoiler omitted]</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>When I ran this we were not confined to a 4 hr slot. It took 7 hrs with a dinner break in between. There were was some new rules discussions and ALOT of table talk. My initial review doesn't change any.</p>
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[Spoiler omitted]</p>Kristen Gipson2014-08-29T09:29:22ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Grab a snack (3 stars)JLeeBlyhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-19T16:31:44Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>So, this 31-page behemoth was one of the five-hour slot scenarios I had to run at GenCon. I enjoyed reading through it... a lot of flavor (some of which the characters may never encounter), a lot of potential combats (about a half-dozen encounters), and extremely sandbox-y. This scenario could easily take a large block of time if you allow it to.</p>
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<p>I would certainly recommend this one to enterprising GMs that are willing to allow their players the time this scenario deserves.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>So, this 31-page behemoth was one of the five-hour slot scenarios I had to run at GenCon. I enjoyed reading through it... a lot of flavor (some of which the characters may never encounter), a lot of potential combats (about a half-dozen encounters), and extremely sandbox-y. This scenario could easily take a large block of time if you allow it to.</p>
<p>[Spoiler omitted]</p>
<p>I would certainly recommend this one to enterprising GMs that are willing to allow their players the time this scenario deserves.</p>JLeeBly2014-08-19T16:31:44ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Not bad (3 stars)Dubgallhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-18T07:47:11Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>This was an interesting scenario, it is a sandbox style adventure with some good roleplay opportunities but the combats we underpowered compared to the other season 6 stuff I played. Not bad but the encounters were easy for a well equipped party of 5 8th level character. Our party was able to skip the BBEG fight all together so that probably had a lot to do with the ease of this adventure.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>This was an interesting scenario, it is a sandbox style adventure with some good roleplay opportunities but the combats we underpowered compared to the other season 6 stuff I played. Not bad but the encounters were easy for a well equipped party of 5 8th level character. Our party was able to skip the BBEG fight all together so that probably had a lot to do with the ease of this adventure.</p>Dubgall2014-08-18T07:47:11ZPathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF: Our Fault or Theirs? (2 stars)Zahir ibn Mahmoud ibn Jothanhttps://paizo.com/products/btpy97n7?Pathfinder-Society-Scenario-6-03-The-Technic-Siege2014-08-17T19:26:14Z<p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Ok, so my party did poorly on this module. Let's call it a draw. It's possible our GM gave us a false impression of timelines and importance of plot elements. If that's the case, maybe the module itself is a 3.</p>
<p>I'm going to assume the module was run as written though.</p>
<p>I like the fact that this scenario took us to some very new locales, in a dark and unexplored region. The module was very sandboxish, which lends itself more to an AP, or a home game, than to a slot at a major convention. Sandbox adventures can run off the rails in a heartbeat, and I fear we somewhat did that. We had the impression that certain things were MUST things, and certain were KINDA NICE things to do, and didn't catch the timeline implications. Again, whether we inferred it, or the GM/scenario implied it might be debatable.</p>
<p>This module certainly advances the season 6 storyline well, and gets the PCs involved in some major helping of a Pathfinder Lodge they might not usually think about, but in the end, mostly failing leaves a bad taste in my mouth for this module. I will also caveat with my general dislike of laser guns and robots in Pathfinder/D&D, but those elements were more flavor than crunch in this particular scenario.</p>
<p>I do want to say though, to compliment our GM and the module. Despite running off the rails, and coming at the final fight from completely the wrong direction, that fight was exciting for us. Starting as the underdogs, playing catchup, and battling through against a pretty determined and capable enemy, did help to redeem the experience for all of us.</p>
<p>I recommend this module if you are following the season 6 storyline, OR maybe for a home game, but would otherwise not recommend it.</p><p><b>Pathfinder Society Scenario #6–03: The Technic Siege (PFRPG) PDF</b></p><p>Ok, so my party did poorly on this module. Let's call it a draw. It's possible our GM gave us a false impression of timelines and importance of plot elements. If that's the case, maybe the module itself is a 3.</p>
<p>I'm going to assume the module was run as written though.</p>
<p>I like the fact that this scenario took us to some very new locales, in a dark and unexplored region. The module was very sandboxish, which lends itself more to an AP, or a home game, than to a slot at a major convention. Sandbox adventures can run off the rails in a heartbeat, and I fear we somewhat did that. We had the impression that certain things were MUST things, and certain were KINDA NICE things to do, and didn't catch the timeline implications. Again, whether we inferred it, or the GM/scenario implied it might be debatable.</p>
<p>This module certainly advances the season 6 storyline well, and gets the PCs involved in some major helping of a Pathfinder Lodge they might not usually think about, but in the end, mostly failing leaves a bad taste in my mouth for this module. I will also caveat with my general dislike of laser guns and robots in Pathfinder/D&D, but those elements were more flavor than crunch in this particular scenario.</p>
<p>I do want to say though, to compliment our GM and the module. Despite running off the rails, and coming at the final fight from completely the wrong direction, that fight was exciting for us. Starting as the underdogs, playing catchup, and battling through against a pretty determined and capable enemy, did help to redeem the experience for all of us.</p>
<p>I recommend this module if you are following the season 6 storyline, OR maybe for a home game, but would otherwise not recommend it.</p>Zahir ibn Mahmoud ibn Jothan2014-08-17T19:26:14Z