A Pathfinder Society Scenario designed for levels 1–4 (Subtiers 1–2 and 3–4).
The Pathfinders are sent forth to aid their own! A Pathfinder mission returning from a long sea voyage ran aground on the Isle of Kortos and were forced to leave behind many of their discoveries so they could press on to Absalom and receive much-needed medical care. The PCs are sent to the site of the wreck to retrieve the relics and charts their peers were forced to leave but the relics have drawn the attention of some of the Immenwood's most volatile inhabitants. Will the PCs be able to return the documents and relics to Zarta Dralneen, the Grand Lodge's Chief Archivist? Or will they fall prey to the unusual bandits dwelling within the coastal reaches of one of Kortos's most infamous forests?
Written by Scott D. Young.
Scenario Tags: Faction (Grand Archive)
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This was at best a "fine" (if very straightforward) adventure until the conclusion, which really left a bad taste in my mouth.
First, the design of the final encounter is straight-up anti-fun. The environmental factors can render certain types of PCs basically useless. I understand that it's not possible to design every encounter so that every type of character build is equally useful, but it's beyond me why you would intentionally make one which will leave players with certain builds (and not weird obscure ones either) feeling like they may as well sit out. Furthermore, the combination of the terrain and the spell the enemy uses on the first round resulted in each player having to spend several minutes each round just trying to figure out where they could move, which was tedious and left everyone frustrated and irritable.
Second, the conditions for actually getting all of the treasure bundles are unreasonably harsh. It's based on how much of the cargo in the wagon you're escorting reaches the destination safely. In our playthrough the wagon suffered no damage except some rips in the canopy. However, we discovered at the conclusion that we missed out on treasure bundles because we didn't immediately and totally repair the rips. Because apparently none of the cargo of precious irreplaceable artifacts is inside crates or anything, it's just piled up in the back of the wagon like we're the Beverly Hillbillies on their way to California, with nothing but a canvas canopy so flimsy a bird can rip it open to protect it. Really?
I would be more inclined to cut some slack on this stuff if there were an engaging story framing it, but there's not. You can surmise pretty much right away "Hey, there's something in the wagon which angers or is coveted by a malevolent force" and that's basically the entirety of what's going on. There are no twists, no choices, and essentially no RP opportunities.
This is an unremarkable scenario which the designers tried to spice up with artificial difficulty that doesn't actually make the players feel challenged but may leave some or all of them just feeling arbitrarily screwed.
Bandits is an escort mission and pure combat scenario.
I really enjoy the odd combat only scenario and I thought this scenario had a lot of great ideas in it. The combat could get tactical in this scenario, which I liked.
I thought the box text was very usable, which is not usually the case. I also like how encounters are laid out for GMs now in PF2.
Unfortunately:
- The environmental factors make PCs much less proficient than normal, and it’s out of their control. Some players won't like that.
- The combats can last longer than normal but are non-threatening.
- There are factors where you can lose treasure bundles, maybe even significant ones, and most players hate that.
Detailed rating:
Length: Long (5 hours) without optional encounter and my players skipped some things.
Experience: GM at subtier 1-2 with 4 PCs (15 CP)
Sweet Spot: ?
Entertainment: Was OK, started to feel repetitious near the end. (7/10)
Story: Decent but the GM needs to do work. (7/10)
Roleplay: Almost none. (N/A)
Combat/Challenges: I liked the starting and ending encounters. There were perhaps too many. (7/10)
Maps: Flip maps. (7/10)
Boons: A very good boon. (9/10)
Uniqueness: I thought this was fairly unique, which is why it gets 4 stars instead of 3. (9/10)
GM Preparation: Fairly easy.
Overall: A long but fairly interesting combat railroad. (7/10).
The unluck mechanic is super frustrating and unfun. A normal difficulty encounter where your first hits all turn into misses could easily be too hard. An easy encounter where your first hits turn into misses is just a boring slog.
Adventure is very much get on the rails and encounter things until the end, no chances for players to make any meaningful choices.
Final combat is interesting at least which saves the adventure from 1 star.
I ran this scenario for a group of 4 level 1s and a level 3. All of the combats felt very trivial with no actual threats. Part of it might have been I was not rolling well and some players were, but even without that I don't think any of the combats would have been a challenge. With the combats being so easy and there being so many of them, the scenario quickly became boring for both the GM and the players.
This might be a good scenario to run for newer players due to the low threat of dying, but it could also take a long time due to the number of combats
"Flip-Mat: Tavern Multi-Pack" is listed in the scenario as "Flip-Mat: Tavern" - which isn't really a big deal. However, instead of using "Flip-Mat: Forest Multi-Pack" the scenario appears to have two custom 30x20 maps instead.
Were the map notes posted on Sept 5th intended for a different scenario, or did something else happen in the interim?
I ask in part because tomorrow I have to explain to a local GM that he may not have needed to spend money on the Forest Multi-Pack two weeks ago, and I cannot predict what his reaction will be to finding out that the maps posted here were not correct.
The Map C. High Coast Road in the appendix on page 38 is not clean. There is an "R" still printed in the map. If we have to give these maps to a printing shop as these are not Flip-Mats it would be great if you can offer a version of this map without the "R" in it.
So after reading and prepping this game I need to ask. Is it just me or is this game super tough? This game seems extremely brutal especially at level 1-2. Between weather mechanics and misfortune, you can easily one shot low characters on accident
So after reading and prepping this game I need to ask. Is it just me or is this game super tough? This game seems extremely brutal especially at level 1-2. Between weather mechanics and misfortune, you can easily one shot low characters on accident
It hasn't worked out to be super lethal in my playthrough or run.
I didn't like the combats in this one at all. The initial fights are all basically trivial encounters that feel like filler content because there is no real threat at all, but then the last fight is quasi-difficult in a way that's also very frustrating due to the special rules that it applies, with no warning, that can render many characters next to useless.
I'd imagine depending on your party makeup that last fight might be trivial if you've got a bunch of buff melee types who can just run in and clobber the guy, or feel next to impossible if your damage is mostly ranged. The ranged players at my table were left with not much to do, but as usual the boss went down in a heap once a melee got into his face and did the whole crit with a magic striking weapon and do 30+ damage.
I'm fairly certain there are wind environment effects, but the scenario doesn't make it entirely clear if it's just for the one effect in the last combat, or through the entire last combat. I read it as describing the one, localized effect. That made archers feel less useless.
So after reading and prepping this game I need to ask. Is it just me or is this game super tough? This game seems extremely brutal especially at level 1-2. Between weather mechanics and misfortune, you can easily one shot low characters on accident
Played this as my first non-quest PFS2 session, and I've gotta say, if I let this set the tone for how PF2 plays, I wouldn't play it. I didn't see the stat blocks, so I can't say for certain where the blame lies, but according to the GM,
Spoiler:
the swarm of perfectly normal squirrels has DR 6 against all physical damage types.
Makes it a little hard for a character to have literally any effect in that encounter if they're not a mage or a beatstick.
Swarms simply resist physical damage, rather than being outright immune (for fine or diminutive, half for tiny) like they were in P1. Which is a bit more manageable.
It would be helpful if maps for the current season were actually available to use.
Our general priority for maps in organized play adventures is-
1 (Preferred)- Currently in print flip-mats, map packs, or flip-tiles
2 (As necessary)- Custom maps (no print version exists) or PDF-only maps (maps that are appropriate to the encounter but which we no longer sell a print version of)
While we prefer to use maps that we have available in print, PDF-only maps that are appropriate to the encounter still provide more options to the consumer than custom maps and lower our development time (since we don't need to review new maps and send them off to a cartographer when that work has already happened), so there are still going to be situations where that's preferable for everyone. And again, the work on the GM's side between a custom map and a PDF-only map is literally identical, except they also have the option of buying the PDF for printing and/or exporting.
I have got a question.
What is a "tjerbute" (from the handout). I can't find this in any pathfinder book I own, nor does google or translation tools hint me to it.
We just finished running this adventure for Society play. A very fun gauntlet of struggles and fights against the environment as well as the creatures about. It does a fantastic job of making you feel the progression of the storm and just the circumstances and bad luck affecting your characters as you make it deeper and deeper into the woods. Highly recommend although make sure you have someone trained in nature or... hire someone to drive the carriage or you are gonna have a bad time.
Also cross posted in the GM discussion, did we ever get a CP adjustment for 16-18 low tier?
No. The 16-18 low tier scaling option didn't exist until well into the season and we have not had an opportunity to go back to the scenarios that predated the update. We've got it on our schedule to go back and update the early wave adventures, but it's unlikely that will happen before the end of the year.
Pathfinder Rulebook, Starfinder Society Subscriber
Extra Fame and Rep from this only available to Grand Archive Faction members? It could be A) No, any party member who fulfills the conditions; OR B) only if you have Grand Archive Champion boon?
Answered by Linda Zayas-Palmer in the GM Discussion thread: https://paizo.com/threads/rzs42s73?PFS-104-Bandits-of-Immenwood
Quote:
With that in mind, please strike out the phrase "If any of the PCs are members of the Grand Archive faction," in the faction notes section at the beginning. Have Zarta talk to the PCs regardless of their faction affiliation (if none are representing the GA, you'll probably want to paraphrase the boxed text a bit).
Then at the end of the scenario, if the PCs meet the conditions listed in the faction notes section, every PC gets the bonus Reputation with the Grand Archive faction.
In Encounter B2, the Squirrel Swarm. The stat block says they are small, however, on the map that shows their starting location, they are shown as taking up 4 squares, which would make them large.