Pathfinder Society Scenario #1-08: Revolution on the Riverside

3.80/5 (based on 16 ratings)

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A Pathfinder Society Scenario designed for levels 1–4 (subtiers 1–2 and 3–4).

In the heart of the River Kingdoms, revolution and turmoil boil just beneath the surface. The PCs are called to investigate rumors of an old, abandoned Pathfinder Lodge, but discover that their investigation leads them into a firestorm of danger and intrigue. What starts as a simple task becomes a revolution sweeping a nation, and the PCs' actions will inevitably shape the future of an entire kingdom.

Written by Kalervo Oikarinen.

Scenario tags: None

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop

Note: This product is part of the Pathfinder Society Scenario Subscription.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPFS0108E


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Average product rating:

3.80/5 (based on 16 ratings)

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2/5

I appreciate that this adventure lets you choose a variety of sides to take, providing adventure for players who want to join the rebels, infiltrate them or even just turn them in.

That said the most common action I've seen involves PCs going from meeting with the higher up rebel to suddenly jumping to assassinating the king right this minute feels very jarring.

The whole adventure doesn't really quite hold together

"Special: By the end of this encounter, the PCs should have either won the fight, fled, surrendered, or lost the fight."

No adventure, that's not special. That's how almost all combat encounter end. The adventure consistently uses an overabundance of text like that to explain itself. It's hard to read, convoluted with what feels like pages of text describing the most basic of circumstances. As will as about a half page of text describing terrain in excruciating detail that's unlikely to be interacted with.


3/5

I liked this scenario a lot better as a player than I did as a GM. The story seemed cool and coherent when I played, but when I GMed, I realized that it's an awful lot of work to make it that way. The sandbox-style exploration could benefit from a stronger explanation of the timeline and what happens as the PCs start intervening.

That being said, if the story arc can be wrangled, it's a very nice scenario, with a lot of interesting encounters and setups.


Completely pointless, boring battles and setpieces

1/5

Sometimes a scenario concept just doesn't land. This is one of those times.

"hey go here and scout out a location for a potential lodge" (you do this in the opening moment of the game) okay cool now here's some stuff with a potential revolution in the town nearby where we as a society have no real stake.

Wanna pick a side? Uhh..why would I? Who are these people? What's going on? None of these questions are really ever answered. You then do some talking to some king after which you may or may not get involved in a fight over political power in this region you have little to no reason to care about.


An entertaining scenario that isn't great for GMs

3/5

I was very tempted to give this scenario four stars: there are great role playing opportunities, good loot drops, room for combat or negotiation, and a seemingly simple adventure that spirals into something impactful for the world setting. Sounds great, right?

Unfortunately there are enough drawbacks to the scenario that I just don't think it merits four stars. The combats and hazards that do exist are lackluster at best. The hazards aren't well written and require some GM adjudication as to how they were supposed to function, the enemies are relatively weak (even for all level 1 parties), the book itself is rife with typos and grammatical errors, the social encounter mechanics feel awkward, and the game is so full of player choice and 'if then' statements that it is annoying to track and adjust for. As a GM I believe a game should be fun to play AND fun to run, and while I did like seeing how my friends would choose to resolve conflicts, the constant shifting and altering of encounters was irksome. Using Roll 20 to run the game means having to constantly adjust lighting depending on certain checks and circumstances which is a pain.

Spoiler:
For instance, PCs can be brought before a group of people rather than finding them on their own. In my mind, if you are brought to talk to someone, you don't generally stand sixty feet away from them... especially if a mutual friend is introducing you. So for what is likely to be the hardest encounter in the scenario, the strongest enemy in the scenario (a full caster) is almost immediately neutralized. Your PCs might not choose to be introduced, but given that it is part of their mission directive and the introduction falls into their laps, many teams choose to just go... especially because the people are characterized as open and friendly (both times I've run it this was the group decision). Further, with a good enough check, the PCs gain the effect of an invitation even if they don't go immediately. The only mandatory combat is also easily trivialized with the right class combinations... so that wasn't great.


Wonderful Adventure

5/5

I came away running this adventure very happy, it combines elements of roleplay that I wouldn't expect to see play out in a society scenario just because of the complexity of the information the PCs would need to be able to play it out.

This adventure pulls it off very well and I would highly recommend this and I look forward to running it again someday.

If I had a gripe, it would be that one of the maps has a very complilated set of mechanics dealing with several map elements that have special rules, but the map is wide enough that it isn't necessary to interact with them. It felt like it complicated the encounter more than necessary during my prep. That is not enough for me to not recommend this adventure highly though.


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Scarab Sages

10 people marked this as a favorite.

Developers - it would be super helpful in these scenarios if you would add a treasure bundle summary/w award conditions for GMs at the end of the scenario for quick calculation and to move along the chronicle process quicker. Super annoying if you forget to jot notes during the running then have to go back and count what the players earned.

Scarab Sages

1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, PF Special Edition Subscriber; Starfinder Superscriber

What tier is this for?

Paizo Employee Organized Play Lead Developer

1 person marked this as a favorite.
logic_poet wrote:
What tier is this for?

It's a Tier 1-4 scenario.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber

Do we know what maps this will be using?

Grand Lodge

Northern Dreamer wrote:
Do we know what maps this will be using?

Please keep this as non-official. There seems no description that I found on the Paizo pages - but the following maps got mentioned when I added a slot to warhorn

maps used according to warhorn:

Maps used: Pathfinder Map-Pack: Palace, Ruined Village


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Adding to the unofficial map list

maps:

Pathfinder Map Pack: Ruined Village (used for two maps)
Custom map (approximately 16x24)
Pathfinder Map Pack: Palace


Pathfinder Adventure Path Subscriber

Curious what River Kingdom will be involved in this


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Vorsk, Follower or Erastil wrote:
Curious what River Kingdom will be involved in this

Spoiler:
Artume

4 people marked this as a favorite.

I've purchased it searching for a political scenario. Found a total mess. The mcguffin is annoying, the combats are pointless and the political intrigue plays out itself. I thought... Perhaps it's an oportutinty for a bard to shine but...no! Everybody foolishly trust you for no reason! Please, make interesting political scenarios. I love merchant's wake. I love blackrose matrimony. This is just some lazy excuse to feel "political". That is not the way. I ended up purchasing #1-07 and it's far better. We don't want to kill spiders for no reason. Without a true sandbox there's no point in making some "political flavored" adventure. Please take more seriously that kind of stories.

Grand Lodge

Why do the Veteran Guards have Longswords as ranged weapons on pg. 28? That has to be an error where it should say Melee. That are they need ranged weapons.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

I really liked this scenario because it's so open. There is a lot of freedom for players to make thier own choices.


This was an interesting scenario that had a V for Vendetta feel.

Scarab Sages

This was a fun campaign, but the PDF for this adventure was rife with problems ranging from grammar problems and abrupt sentence structure, to misleading / incorrect treasure bundle information. The beginning of the adventure also starts off without enough information to really help the players understand all of the things they can do, so make sure you put in some extra effort wrapping your head around it all so you can present it to your players in a clear way.

All in all, this adventure felt pretty sloppily put together and didn't have the polish I would have expected.

Dark Archive

Could anyone post what scenarios the boon applies to, please? I could read all of them but the descriptions alone aren’t much help.

Grand Lodge

As I have not bought it myself but have played it. This is a decent scenario that can have some slight challenge to it. I have fun playing it though there can be a bit of weird travel things with it that can break up the narrative and gameplay, not that bad though. Good RP.

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