A Pathfinder Society Scenario designed for levels 3–6 (subtiers 3–4 and 5–6).
The newly formed hobgoblin nation of Oprak has reached out to the Pathfinder Society in the name of diplomacy. Mindful of the aid Oprak could provide against the threat of the Whispering Tyrant, the Society has dispatched the PCs to escort a trial squad of hobgoblin recruits and run them through some in-the-field Pathfinder training. Will the Iolite Squad be the first in a new wave of Pathfinders, or are Oprak’s attempts at diplomacy doomed to go up in smoke?
Written by: Mike Kimmel
Scenario tags: None
[Scenario Maps spoiler - click to reveal]
The following maps used in this scenario are also available for purchase here on paizo.com:
This was fun cuase we get to help introduce new groups to the Pathfinders and being hobgoblin, that's just another check for fun for me.
Combats felt solid and fun with decent skill checks that actually felt like they mattered in the scope of the adventure. Something I actually wish I so more often.
The NPCs were enjoyable and were written with a clear sense of purpose in their intents. That is nice world building there for me.
The only negative I would have to strike against it is that it's not an Envoys Alliance tag. Which makes no sense to me as you are bringing in new people and establishing new connections.
Overall, it's solid, fun, interesting to see Pathfinder training, and strong lore sense.
I liked the scenario, it explored a new facet of the world and had interesting NPCs and interaction.
The scenario was a bit short but done well.
If I would rate it based on that it would be 4*, for the crap of requiering a crit sucess for a treasure bundle (and then on a hard check AND only allowing one skill) I remove 2 stars for a final verdict of 2*.
I greatly enjoyed playing through this and interacting with the NPCs. A good change up of the standard scenario offering.
Spoiler:
I don't love the fact that 2 different treasure bundles are locked behind a critical success. And only 1 of them allows a potential to attempt a second roll. It's especially frustrating that the one with a potential recheck is perception, which everyone is at least trained in, while the solo roll is in society with no such training guarantee.
Almost perfect; Experienced Guides of New Recruits
There is a wonderful mix. Skills tests were generally very interesting, and nicely influenced by player action. The combats were very challenging -- rare in 2e adventures so far, and especially rare for both combats to be challenging.
The hobgoblins are good characters, and it's interesting to play from the POV of "experienced Pathfinders observing new characters."
So, why am I reserving a fifth star? There is always added confusion when the "rules of the world" change for a scenario. With certain skill tests run very differently, it threw off people's ideas about their own characters and how to approach challenges, and kept them for being able to be immersed wholly in the story during that scene.