Pathfinder Second Edition Demo Adventure: Torment and Legacy PDF

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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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4.00/5 (based on 1 rating)

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Good intro

4/5

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!



Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

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.

Sovereign Court

3 people marked this as a favorite.

When can we get it sanctioned for Pathfinder Society?


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.


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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 :)


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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.

Paizo Employee PR Manager

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The Masked Ferret wrote:
When can we get it sanctioned for Pathfinder Society?

Demos will not be sanctioned.


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.


2 people marked this as a favorite.
NobodySpecial wrote:
Unless, of course, if I haven't read my creation rules properly.

And rereading the rules that I picked up only two days ago, yes, I have read them wrong. Heh, let's just ignore this guy...


Pathfinder Adventure Path, Companion, Lost Omens, Pathfinder Accessories, Pawns, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

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.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
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.


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Pathfinder Accessories, Pawns, 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.

Or just add it to the pregen sheets...

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