A Pathfinder Society Scenario designed for levels 3–6 (subtiers 3–4 and 5–6).
In part 2 of The Perennial Crown, the PCs must evade the fearsome fey known as the Thorned Monarch. This unrelenting tyrant will stop at nothing to hunt down the PCs and claim their discoveries for themself, bringing to bear not only their awesome physical and magical power, but also manipulating the innocent Bhopanese citizens in their desperate attempts to stop the PCs from fleeing Bhopan with the one item that could put an end to the evil fey's ambitions.
Written by: Alex Augunas
Scenario tags: Metaplot
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...But seriously, I was expecting something way worse experience from the other ones.
For sake of transparency, I run this for five player party with level 3, 4, 4, 5, 6 for total of 18 CP on lower subtier.
Okay so first: Yes the boss is severe level boss that is 3 level higher than lower level of the players on the tier. Yes that is bad is party with mixed characters of low and high tier players on the higher tier, but that is always the case when characters players up in this edition, you want to avoid it as much as possible anyway.
I was worried about the mooks with fascinate in final encounter(especially since my party had max amount of them), but as it turns out, the save was low enough that only 3 of characters failed it(and one of them was animal companion) so it wasn't exactly hard for them to prevent it.
And one of reviews here ignore that the "bonus" on final encounter is REALLY really strong vs the final boss. Like my party missed twice with it with really bad rolls and then crit majority of boss' health. Fireball also did massive damage to boss and as it turns out alchemist are greatest weakness of bosses with elemental weakness due to spash damage triggering the weakness.
But yeah, I acknowledge that boss fight is hard and with certain party combination it can be extremely hard. I acknowledge that chase scene is scaled weirdly(its hardest for 6 level 3 players and incredibly easy for higher tier characters). But none of it is as broken or unfair as other reviews make it sound.
...I think I spent most of the review rebuting other reviews.*sigh* Anyway, so here is what you need to know: This duology is what Devil at the crossroad and lodge of living god should have been: Split the roleplaying part and action heavy part into two different scenarios. Those two scenarios are great but run too long for single scenarios and would have worked better as two part scenarios.
Besides that I thought action worked well(though I can see why parties with composition not suited for them or with really bad luck would disagree, but I can't help but feel that other reviews either didn't give scenario chance, run into borderline situation that won't happen to most parties or had GM run it weirdly), the scenario has incredible descriptions of events. Like the one for manifestation shows up? Yeah everything from that point onward is gold if you ask me.
There are two things I WILL critize the scenario for though: To get second fame, you pretty much need perfect dice luck or give up all the treasure bundles you found(the first condition for it is possible to fail with bad luck but players need to be careless) Well perfect is exaggeration, but point is that I could see some parties being screwed out of it with just bad luck.
Second thing is that I do agree its kinda bs that mooks in final boss encounters are in theory capable of tpking the party with just bad luck :P They don't even have incapacitation trait despite their effect being that trait's description basically. It wouldn't be bad in normal four level 3 player version with just one of them, but depending on party composition the scaled up versions can make that more likely.
The worse part of the worst two-parter in all of pathfinder
Well if it were not for the first part of this two-parter, this would be by far the worst scenario of the second edition, if you include the first part it only is the worst.
This suffers from the same problems I already explained in that review: Having a connection to the metaplot that is only revealed to the GM and the players only get a complete mess of incoherent stuff. Having the GM explaining for half an hour what happened in the two-parter AFTER the game is not a sign of good writing.
Other problems include the same problem regarding having everyone roll in skill challenges (and expecting over half of the players to succeed) MIGHT work in subtier 1-2 but in tier 5-6 the question is only if the untrained players fail or crit fail as they have no reasonable chance to contribute. This is BAD game design especially if you require MORE than half successes. This is just annoying and especially bad if 2 of the 3 blocks require you to use skills from the same set of Skills (all Wis based in one and all CHA based in the other block) Also some of the checks (for example the Athletics Check in A) are completely inconsequential.
The Chase: Who thought this was a good idea? No scaling for high/lowtier and needing as many successes as players is just insane. Whoever did this part did not think about any the consequences this will cause. So this is just complete mess and one of the least thought out mechanics I have seen since the reverse influence in the wayang adventure in PF1.
Also having the treasure bundles not adding up is another problem with either the writing or the development of the scenario.
And you should REALLY include in EVERY note to your writers for PF2 Scenarios: DO NOT USE SINGLE BOSS ENCOUNTERS. They do not work at all in the system. And doing one after an encounter and a chase which will have the players damaged without time to recover is just plain stupid.
I really, really hope to never see this kind of adventure design ever again. This two-parter ranks at the worst 5 things I have seen published by paizo even if I count the whole emerald spire levels as single releases. It is exceedingly rare to see a scenario that is a complete train wreck mechanically and story wise.
I cannot in in good conscience offer or schedule this two-parter.
Thrilling Adventure; Definately Requires Playing Part 1
I really enjoy how quickly connected these two parts are, allowing a GM to easily run a 6-8 hour "module slot" using these scenarios. I didn't play it like that, but it almost felt like I had with how clear cut the cliff-hanger was from the prior adventure. The skill challenges at the beginning and the chase were both super exciting for our group and we were able to easily get into it. The final fight is one of our most memorable thus so far in PFS2e and afterward one of our other players suggested that they wanted to see Qxal return in a multi-table scenario at a convention. And I feel like that's a good way to describe the later half of the scenario: It feels like the best part of a multi-table scenario. Being able to scream "Fire!" as you blast a giant fiendish moth with cannon-fire feels fantastic, and the fight itself is challenging without being impossible, even for our fairly under powered group. The dialogue felt natural and well written.
The scenario is not without it's flaws. "Giving back your loot" was really awkwardly shoehorned in. I understand why some players might want to, but our GM felt compelled to ask us at the end without us thinking of it and it made it kind of awkward. We also did get a point of infamy and I wish the entire party didn't get the infamy because one player "forgot" to non-lethal his attack of opportunity when someone else in the party already wanted everyone that we shouldn't kill him.
The boon is really cool and I love seeing unique feats on boon sheets.
Overall I liked 1-16 and 1-17 quite a bit. The end of this one is pretty epic too. There are some major flaws though that reduce my rating to 3 stars. See Spoilers for the flaws.
Spoiler:
The first major flaw is that there are way too many skill checks or rolls in general in this adventure. That makes hero points hardly have any impact, can be very punishing for a few character classes and makes it hard for the GM to create a suitable atmosphere since everything is disrupted by tons of rolls.
The second major flaw is the chase. While the chase mechanic itself is fine and might work better than PF1 chases the wording of the rewards for the chase and the behavior of the enemy makes it very frustrating for a group who rolls well but not insanely well with crit successes all over the place. If you succeed at everything (without huge amounts of crits) the enemy will never catch up, therefore never stop for a round and always stay behind you. You lose out on 20% of you gold and likely 2 fame/reputation for being too good (but not insanely good)at the chase.
Very thematically, but it needs to be well prepped to be enjoyable for players
I really, really want to like this one. This has the potential to be one of the most fun boss fights I've ever seen in Paizo's OP, but the entire scenario needs to be well prepped, or otherwise, it is overly punishing to the players. My GM misread many a rule and both the party and players suffered as a result.
I could seeing this being a 5 star scenario in the right circumstance, but my playthough and followup reading was a 3, so I'm averaging it out to a 4 star.
do players in PFS ever choose to do things that gain infamy? xD I mean, you ARE supposed to warn players that the action would gain infamy, so players can't stumble on it accidentally. I would be surprised if majority of people kill the reporting note character since you get infamy for it :p Unless GM forgets to tell about infamy I guess. I do know that lot of bad guys you can optionally spare after combat get killed in society, but I don't know in general whenever there is "hold back to avoid killing someone not clearly acting in their right mind" encounters if those npcs usually survive unless its main objective :p
Auuugh.. I really want to buy both of these, but it just keeps saying "Your request produced an error." Boooooooooo.. Hopefully that's fixed soon. It sounds like these are going to be great, and just what we need for our TTS sessions.
Auuugh.. I really want to buy both of these, but it just keeps saying "Your request produced an error." Boooooooooo.. Hopefully that's fixed soon. It sounds like these are going to be great, and just what we need for our TTS sessions.
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I have to say that I'm baffled by the reviews since my experience running this scenario was much better than I was led to believe from reviews. I dunno if I got lucky, but this scenario is way better than 3 stars if you ask me :p
Pathfinder LO Special Edition, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber
Alexander Augunas wrote:
MY BABY!!!
Questions for the author:
Question 1:
Are GMs intended to warn about the possible infamy with King Webhekiz?
Question 2:
In the Chase, does it take the turn of the manifestation to damage the party, or does it happen without an action, as soon as the manifestation catches up?
Question 3:
At the conclusion, if the players offer up the Treasure Bundles they found, are they intended to lose the treasure bundles, or are they compensated for their noble deed?
I have to say that I'm baffled by the reviews since my experience running this scenario was much better than I was led to believe from reviews. I dunno if I got lucky, but this scenario is way better than 3 stars if you ask me :p
Thank you, that's wonderful to hear! If anyone is a World of Warcraft player, I was heavily inspired by the Battle for Dazar'alor raid and the Halls of Reflection dungeon when writing this!
Spoiler:
I wanted a scenario that captured the feeling of being in this fantastic location with chaos all around you while you're fleeing from something truly horrific.
So, all three of these questions are better suited for a developer than an author. I don't want to tell you that it's okay to do something that inadvertently creates table variance on a massive scale after all!
I'm sure this isn't the answer you wanted, and I profusely apologize. I just don't want to get into a situation where I said something that doesn't align with OP and cause them trouble. ^_^"
Re: Question 1, the GM should always warn the player(s) that a PC action is about to earn a point of Infamy. It's in the Infamy rules:
"When a character expresses the intent to perform a wantonly evil or callously criminal action and you inform them that their action would be considered an evil action, if the character still persists in performing the action, apply a point of Infamy to the character."
A GM should never give out Infamy without first making the player aware that their PC's actions will earn it.
Is there any clarification that can be provided on what level the Fey Influence feat allows the spells to be cast at (given that half of them can be heightened)?
Re: Question 1, the GM should always warn the player(s) that a PC action is about to earn a point of Infamy. It's in the Infamy rules:
"When a character expresses the intent to perform a wantonly evil or callously criminal action and you inform them that their action would be considered an evil action, if the character still persists in performing the action, apply a point of Infamy to the character."
A GM should never give out Infamy without first making the player aware that their PC's actions will earn it.
I think this should be explained a little better. Because the next paragraph in the Players guide makes it sound like if it is a scenario based decision then it shouldn't be warned. Otherwise, why would you present an option only to tell a player it is not an option. "Beyond GM intervention, some scenarios and written products may present evil solutions to situations. These actions will be called out within the adventure text as causes to give a character partaking in them a point of Infamy. Still, the GM is the final arbiter on what constitutes an alignment infraction and when Infamy is gained by a character at the table."
The adventure is good but the beginning adventure needs to be re ovulated and instructions for more enemies in the last scene for more people needs to be more clear as to make it a instant tpk.
In Webhekiz's Vaults, there is a hazard called Blood Haze:
Blood Haze wrote:
A contingent of canine-featured Bhopanese guards has wandered into the passage ahead, into a sanguine haze. The guards tear at each other in confusion, unable to tell friend from foe.
If the PCs fail to overcome the hazard, this is the listed outcome:
Failure wrote:
The PCs succumb to the blood haze themselves, blacking out and taking 2d6+5 damage (2d10+13 damage in Tier 5-6). When they come to, the PCs discover blood on their weapons and all the guards dead. The lingering mental fog leaves the PCs stupefied 1 for 10 minutes (until after the encounter in area A).
The main penalty for failure seems to be some damage and the stupefied condition, but it is implied that the PCs kill the guards while under the confusion effect of the blood haze.
It seems that this action (killing the guards) could trigger the anathema of certain deities. For example, Apsu has this anathema:
Apsu's anathema wrote:
Attack a creature without certainty of wrongdoing
A strict reading of the scenario text, along with the anathema, certainly makes it seem as though a PC failing the hazard would run afoul of the anathema.
On the other hand, the Guide to Organized Play states:
Guide to Organized Play wrote:
To allow a wide variety of characters in Society play, the rules around edicts and anathema are slightly relaxed. It is generally assumed that all characters can participate in Pathfinder Society adventures without running afoul of their deity’s edicts and anathema—attempting to perform the primary objective of an official Pathfinder Society mission by itself will not cause a character to fall out of favor with their deity.
In order to complete the scenario, the PCs must attempt to pass through the Blood Haze hazard, and can fail simply due to bad luck.
So my question is, does failing the Blood Haze hazard trigger relevant anathemas?
They have no control over it, so similar to if they were confused or dominated, it really doesn't make sense to punish the players.
Thanks for the input. It's actually my character that this happened to. I'm trying to decide if I should get an atonement (not strictly needed, as my character isn't a cleric or paladin, but I feel like the character would still care).