The town of Salvoy needs your help! A fearsome Ogre kidnapped the town sage and only you can save him!
Torment and Legacy is a short introductory adventure for Pathfinder Second Edition! Perfect for a quick demo of the game for up to six players, you should be able to complete this story in as little as 1 hour. You will need the Pathfinder Core Rulebook and dice to play, although you might want to include Flip-Mat Classics: Hill Country and a handful of miniatures to represent the players and the monsters.
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This is a nice introduction to the game in a lot of ways -- it carefully highlights some basic rules, for both new players and GMs, and it's set up to be very easy to run, with pregenerated characters and full stat blocks included. It's also short, with a run time of a little over an hour, so it's something you can run through without a huge time commitment.
That said, the difficulty level seems off the mark for first time players. This is especially striking in the first encounter, where the enemy can (and usually will) drop at least one character a round. And while most parties should be able to eventually triumph, it's not much fun for a new player to spend most of their first combat unconscious. (GMs who are running this for new players might consider applying the weak adjustment to the first encounter (and possibly both encounters) to ensure their players have a good time.)
I have run this twice, once for D&D 5E players (some with 3.5E and PF1 experience), and the second time for non-TTRPG players.
In both cases the game ran very smoothly with no real problems. D&D/PF1 players will obviously be able to glean more from the lore (e.g. regarding the villain's ancestry) but the adventure does not require that lore and functions perfectly well with only the common western fantasy tropes that your average person on the street might be aware of.
I enjoyed running this and would do so again.
Here are a couple of suggestions for GMs.
- When explaining the rules, make reference to the actual abilities of the characters being played. If someone is playing Ezren, use his Drain Bonded Item as an example of a free action. If Valeros is on the table, use his AOO as an example of a reaction.
- Embellish heavily to avoid plot elements seeming too abrupt. I set the scene as the party approached the village and RPed their arrival in the midst of an uproar after the ogre's departure. I highly recommend this, rather than e.g. simply reading the intro text and starting the party out cold at the foot of the hill. I also suggest fluffing up the ending to add more emotional spin to the rather bland wrap-up.
- The checks the party needs to make in order to avoid combat in the final encounter are fairly difficult. If you would like to allow the players to fully resolve the adventure (as opposed to cutting it off after the previous encounter) but don't have enough time to run the final encounter as a combat, I suggest being fairly generous with bonuses for good roleplaying. Remind them about their hero points!
I don't want to review until more competent readers than me have a chance to weigh in, but my initial read is favorable. This is, perhaps unsurprisingly, a lot like the beginner box demo encounters, and achieves the same goal as those with equal aplomb. As a demo, this adventure is fine. I think the story suffers a bit due to the compressed nature of the scenario, but its not the end of the world.
A note to GMs: The final boss fight suggests adding a creature to adjust the encounter for a party of five or six PCs. This creature works well for a party of six, but could be overkill for a party of five; for five, consider giving the additional creature the Bestiary's Weak adjustments.
Just a tiny written error: One page 3, under "Environment" and "Cave" it lists the different treasures found in the cave. It says you can find the information about the Potency Crystal on page 169 in the core rulebook, which should say page 569 :)
Another thing that needs correcting: The opening explanation has the old Playtest rule of a natural 20 being a critical success and a natural 1 being a critical failure.
Noticing that the pre-gen characters at the end of the module cannot be made with standard PF2E rules, the pregens average around nine (9) ability boosts while a normal built character has five (5). Unless, of course, if I haven't read my creation rules properly.
Seelah and Kyra really should have Healer's Tools on them if it intended for them to take advantage of their Medicine skill in that small window.
If this omission breaks your sense of verisimilitude, consider allowing the village midwife to loan the village's prized set of healers' tools to our heroes as they set off.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
logsig wrote:
John Templeton wrote:
Seelah and Kyra really should have Healer's Tools on them if it intended for them to take advantage of their Medicine skill in that small window.
If this omission breaks your sense of verisimilitude, consider allowing the village midwife to loan the village's prized set of healers' tools to our heroes as they set off.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
I suspect the answer to that is "unrevealed". Or "could be just about anywhere".
New to pf2 but was going through the goblin fumbus and is there problems with skills? Looks like they should be higher, for example his int based skills should be 4 for int +3 for proficiency right? Saying +5 for a few of the skills and trying to figure out why.
New to pf2 but was going through the goblin fumbus and is there problems with skills? Looks like they should be higher, for example his int based skills should be 4 for int +3 for proficiency right? Saying +5 for a few of the skills and trying to figure out why.
Ok. Got things sorted.
Yes, the pregenerated characters in the back of this adventure were published in September 2019. They have errors that were corrected in the later Community Use package.
In November 2019 Paizo published new versions of all the pregens. You can find a link to that free download here
PF2 Iconics
Also, in October, Paizo published the first set of Errata for the PF2 Core Rulebook. You can find that here
Errata Round 1
In particular the Core Rulebook errata makes changes in Bulk and how it is calculated that impact all the pregenerated characters. The new versions published in November have the corrections included.
I didn't specifically check the numbers, but any differences between this set of September values and the values used in the November version would be corrections.
Use the November versions of all the pregens instead of the ones in the back of this adventure.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
That "PF2 Iconics" link goes to the First Edition iconics document. The Second Edition one is here.