A Pathfinder Society Scenario designed for levels 3-6.
The Pathfinder Society dispatches agents to attend a conference and secure agreements with the hobgoblin nation of Oprak. Travelling through dangerous terrain to reach their destination, the Pathfinders quickly discover a complication when they learn that the nefarious Aspis Consortium is also attending the talks. It’s all up to the Pathfinders to make a strong impression with the hobgoblins, all while foiling any attempts from Aspis to make inroads of their own.
Written by Lysle Kapp
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:
Wow, that was the scenario that made me really consider quitting PF2.
The original setup is nice, but then the first encounter happens.
Spoiler:
At 5-6 you have to fight an AC 30, attack bonus +21. To give some comparision, my maxed out lvl 6 animal companion has an attack bonus of +12 and an AC of 23. There might be people that enjoy missing 85% of their attacks, I don't. On the other hand the creature hits it on a 2 and crits on a 12.
After that the scenario just screeched to a halt because to continue every party member had to succeed at a DC 24 stealth or perception check.
Also you are stuck in a sandbox but you basically have to guess what the author intended you to do.
Well the adventure has a interesting setup, but then it goes down the drain:
The first encounter has very strong creatures but the following skillchallange is just insane:
Spoiler:
Having the whole party stealth against a DC 24 Perception DC is just insane, especially if compared to the still high (as everyone who wants to investigate has to do it) DC 16 of the lowtier. This design is just stupid, especially as it relies on Perception DCs that are vastly out of line of any reasonable skillchallange where the whole party must succeed.
After 2-11 this means back-to-back catastrophes of scenario design.
This scenario feels like it was written for/playtested by a party of rogues and not a normal balanced pathfinder party.
This combined with a trap that does not work as written and most likely a wrong adjustment in the first encounter just add insult to injury.
Having a lot of the enemies being able to hit you on a 4 also feels GREAT and makes for FUN gameplay for everyone at the table and not just the GM… PLEASE do not use APL+2/3 encounters anymore … But even for GMs there is too many missing information to consider this a good sandbox.
Is the Fireball Rune trap supposed to be triggered if someone tries to open the lock? Or as written, "Trigger A living creature enters the sensor area." The problem I see is that the sensor area is a 20 foot radius, inside a 10 foot Diameter hut. So, figuring the trap is at the center point of the hut, any living creature passing within 15 feet of the hut would trigger this trap. Also, the person who sleeps in this hut would trigger it before going to bed. Does the posted guard know to stay that far away? Or, am I missing something? I've been wrong before, I may be again.
Aha! I need to have the spoiler thingy at the front, then /spoiler at the end. One day I might learn HTML, LOL.
Aha! I need to have the spoiler thingy at the front, then /spoiler at the end. One day I might learn HTML, LOL.
There's also another neat trick:
The "edit" button just above all your posts. (and the "delete" button, too)
It's right there with the "flag" button, the "list" button, and the "reply" button.
The 'edit' and 'delete' buttons stay visible for 60 minutes after you make the post, then they disappear.
Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
RobertTHEPerylous wrote:
Ok, Trying this again.
It may be too late for tonight's run of the scenario (with spoilers for an encounter):
However, my intent as the author was for the Fireball Rune to operate similarly to the Electric Lock Rune. The development team may, however, have a different response.
I would adjust the text as follows:
Description An invisible rune imprinted on a chest’s lock releases a powerful, fiery discharge.
Trigger A creature touches the lock directly or with a tool.
To me, it makes more sense for the trigger to by tied to the lock rather than a 20-foot sensor.
The error was mine and I should have caught it when I revised the encounter.
Thank you Lysle! That was the way I ran it. Hey, while I have you here, I have another Question that came up after the game. My wife GM'd the lower subtier and I GM'd the upper subtier, and we realized something about Encounter 1.
Spoiler:
The upper subtier faces the same creatures in the second Scaling Level as the lower subtier, 2 D-B's with the weak adjustment. Should the 5-6's be facing 2 B's with the Weak adjustment instead?
I didn't catch that before I ran the encounter so my table faced a much easier challenge than they probably should have. That's may bad, I should have caught that and adjusted like I did with the other thing.