Pathfinder Society Scenario #5-09: Equal Exchanges – Skymetal Hoard

3.30/5 (based on 9 ratings)
Pathfinder Society Scenario #5-09: Equal Exchanges – Skymetal Hoard

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A Pathfinder Society Scenario designed for 5th- through 8th-level characters.

As part of the secret agreement between the underworld dragon Valashinaz and the Waterfall, a group of Pathfinders is sent to a small island off of Minata to gather a collection of skymetals from an abandoned temple to Valashinaz. As the temple was abandoned ages ago, the island should be uninhabited, however the Pathfinders quickly discover this isn't so and someone has made their home on the island. The Pathfinders will need to dodge these new inhabitants while collecting the treasure, all while also making sure to avoid Valashinaz's beloved pet squishies. Those akatas have one rough bite...

This adventure is the second part of the four-part Equal Exchanges metaplot arc in the Year of Unfettered Exploration. This arc began in PFS2 #5-04: Equal Exchanges – Necessary Introductions and will be continued in PFS2 #5-11: Equal Exchanges – The Hidden Current and PFS2 #5-18: Equal Exchanges – Tapestry of the Mind.

Written by Ianara Natividad

Scenario tags: Metaplot (Equal Exchanges), Faction (Envoy's Alliance, Verdant Wheel)

[Scenario Maps spoiler - click to reveal]

The following maps used in this scenario are also available for purchase here on paizo.com:

  • Pathfinder Flip-Mat: Jungle Multi-Pack
  • Note: This product is part of the Pathfinder Society Scenario Subscription.

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    Average product rating:

    3.30/5 (based on 9 ratings)

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    Having Played & Run, I'd say...

    4/5

    A classis tropical island temple run that doesn't stand out in any particular way. Overall it's quite smooth. The only unsatisfying part is that, they really should gave even a little explaination on what is an "Anito", it's just weird that we couldn't learn anything about them throughout the whole thing, then why brought them up in the first place?


    Short and sweet

    5/5

    Not much to do, but what there is to do isn't bad. It's nice being able to actually finish a four hour scenario within four hours every once in a while.


    Short and unfortunately somewhat unsatisfying

    2/5

    Mission struggled to explain why we are doing jobs for a dragon, I know that it is implied at the end of the last scenario, but even something needs to be able to stand on its own and set the scene in a way that is explained to the player characters.

    Intro via text is not always ideal, particularly since we were apparently close enough to deliver the items to the VC at the end.

    The handout from the dragon was fine, if you ignore the issue of the dragon and our connection to them not being explained, but the letter from the VC was just pointless, and the writing felt rough and stunted when I tried to read it aloud. It does not seem to really help with the mission and mostly spends time on generalities.
    While I know that the VC appears in this season's intro, he has not left a positive memory in this one.

    Just because this is part two of this metaplot, recapping what happened in the first part would have enhanced the start.

    Main mission: "Go there, fetch my stuff" can easily feel like busy work instead of adventure, particularly since the adventure does not provide the players with a more extensive motivation/context than the dragon wanting it.

    Vibe: Once you leave the ship the scenario sets up a vibe that is somewhere between returning to Jurrasic Park for someone's forgotten Mcguffin and the Alien movies. That is a pretty nice thing, unfortunately, the early parts (before there are tentacles everywhere) could use some more content to make the most of it, because after the kids hatch, there is just the chase.

    Unfortunately what we recover is "just" star metal and while it can be expensive.. it feels like this was anything but time-critical. After all, metal tends to last, and if you leave it in some temple on some island, it just feels off.

    Local sprits: I suspect, that this plot point was inspired by some real-world mythology, Paizo tends to care about things like that. Unfortunately, the plot point does not get enough space to breathe, mostly because the adventure doesn't do enough with them.

    Befriending spirits on another island in another adventure had them turn up to help deal with a rather nasty final boss.
    It might be a personal weakness of mine, but I rather like the plot point of your allies coming to your aid in times of crisis.. and here the just give a skill bonus.. once.

    The adventure seems to really care about players not "excessively harming the natural surroundings" but in the framing of org play, the player characters are sent on the mission, if they send a fire kineticist what is that character supposed to do?

    I am not entirely certain what sort of super destructive methods the scenario is expecting and wants to react to.

    Run time:
    We needed about 2.5 hours and we had tech issues at the start of the session, part of the reason it runs so fast is that the main area of the scenario just doesn't have any NPCs to interact with. This is a genuinely bad choice for any "social" character.

    If you cut the first unsatisfying encounter (barely did anything felt like a huge letdown even though the concept of traps felt interesting though the adventure does not do a lot with them) this would be a nice length for the series 2 quests... which sort of showcases that this one does not have enough meat on it's bones for a scenario.
    While running long causes issues, being done early and having to entertain players for another hour or two is... not exactly great. There isn't even much where the GM could play for time by having the players interact with the environment or each other in ways that feel like a good fit.

    Verdant Wheel rep... this one is totally out of the blue, while players can harvest from the akata's (while you are in theory packing up and trying to not trigger even more of them) I find it questionable that a lot of players will come to this conclusion. Since you are inevitably chased by them it feels irresponsible to even suggest giving up a couple of minutes head start.

    I was not worried about losing a treasure bundle, but now reading the scenario the fact that we are losing it because we did not risk out lives and the entire mission to take some samples is... quite vexing.
    I could see the Vigilant seal reward the very same action and call it threat assessment.

    It feels like a weird oddity that does not really mesh with the surrounding framing and content.

    The ability to greedily harvest noqual from less developed cocoons sounds... somewhat... well if this was a movie the people doing that likely trigger traps and get killed.

    Akata normally do not have pack attack, and considering the D&D term that snuck into the first version of this scenario, I am sort of thinking the author was more familiar with that system where "just add pack attack" is already the subject of jokes.

    Maps: Sometimes it feels like scenarios exist to sell Flip Mats, particularly if the maps are not a really good fit for the region. I am happy to say that the chosen maps are a great fit for the island and what area they are supposed to represent.

    Art: You meet the VC and the kobold in the end and can have a debriefing, reprinting their art would have been welcome for those GMs that might not have ready access to other scenarios with the NPC (or the blog). Since there are 3 empty squares on page 25 there was absolutely space without increasing the page count for those that print scenarios.

    Chase: Rather liked the chase, maybe a tiny bit too long, but I liked the reminder at the start that reminded GMs to be open to creative solutions and other skills/ability uses.

    Ending: The adventure really seems to expect the players to care about the area and the local people... but outside of the captain you never met any of them, so when and how are people supposed to have formed a positive association?
    This is like asking how you liked your vacation when your plane crashed and you had to subsist on a rocky shore for 2 weeks until the rescuers arrived. Either a substantial amount was cut from this scenario for some reason or there is just some level of disconnect here.

    The first two parts of this adventure are barely conceded to the plot they claim to be part of, or alternatively, the plot has a very light touch, at least in the first two scenarios.
    The core of this scenario might have been a stronger story without the connection to one of this season's metaplots.

    Chronicle: How do"crafting materials for a druid's crown make any sense" there is no discount, the item is not uncommon, having players buy specific purpose-bound materials to craft a particular item, is a downside, not an advantage. It’s particularly odd with this item since part of using it can involve recreating it from local materials. Using Akata material for it is a choice I struggle with.


    It shouldn't exist as a metaplot scenario.

    3/5

    I played this adventure expecting a sort of a follow up the first one.

    No, it is a one shot that is disguised as one.

    And interesting concept But it doesn't feel like an adventure.

    Really. I have used 3 star because it is a good aventure, but it has no place.


    Pretty okay in general

    3/5

    Its rather short scenario with fun bits, chase is great scene but information for it was easy to miss since its two pages earlier on sidebar, my biggest nitpick is "since when [spoiler] work like xenomorphs from later movies and base their form on the host? I mean its cool art, but I'm pretty sure they just spawn as bipedal tentacle quadruped thing and not in other forms, or are buso somehow special?" and scenario doesn't really explain "why" they exist, just says it can happen rarely (which is good enough excuse yeah I might use as gm as well, but is pretty handwavey), so it strikes to me as one of those non canon one off things. Zombie art in general is fun here.


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    Paizo Employee Organized Play Coordinator

    1 person marked this as a favorite.

    Announced for January! Cover and product description are not final and are subject to change.


    Excited to see a Minatan adventure! SEAsian island fun is always a good time.

    Paizo Employee Organized Play Coordinator

    1 person marked this as a favorite.

    Map list updated.

    Wayfinders

    Alex Speidel wrote:
    Map list updated.

    Hrm... so this and 5-08 both use the same map list? That seems odd.

    Paizo Employee Editor

    Foozini wrote:
    Alex Speidel wrote:
    Map list updated.
    Hrm... so this and 5-08 both use the same map list? That seems odd.

    It's a multi-pack with different maps inside!

    Paizo Employee Organized Play Coordinator

    4 people marked this as a favorite.

    This adventure has been updated to correct some game terminology. A full changelog is in the spoiler below.

    Spoiler:
    page 7: changed all instances of “proficient in” to “trained in”
    page 7: changed “Sleight of Hand check” to “Thievery check”
    page 8: changed “Investigation” to “Perception”
    page 12: changed “Intimidate” to “Intimidation”
    page 5 and side bar on page 9: changed “saltwater” to “salt water”

    Envoy's Alliance

    1 person marked this as a favorite.
    Alex Speidel wrote:

    This adventure has been updated to correct some game terminology. A full changelog is in the spoiler below.

    ** spoiler omitted **

    Thanks, Alex! These will be updated in the next release of the Foundry PFS Premium Module (v1.6.0 most likely).


    Alex Speidel wrote:

    This adventure has been updated to correct some game terminology. A full changelog is in the spoiler below.

    ** spoiler omitted **

    Alex - I'm not seeing that this has changed is my asset listing...it is showing as last updated Jan 29

    Edit - well that is weird as the file seems to have the edits noted.

    Grand Archive

    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

    Am I crazy? (Actually don't answer that) but in the final Chase is there a penalty for not moving to the next obstacle in a round? I thought on my initial read-through I saw automatic damage from a certain creature but re-reading as I prepare I don't see it

    Grand Archive

    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

    Apologies: Answer is I am crazy: page 9 Running the Chase

    Grand Archive

    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

    Sorry but last minute prep and I hoped to clarify before I run, in the chase does the *pursuers* move at the start of each round after the 2nd or do they require successful skill rolls and chase points like the party? I want to ensure I’m running this as fair as I can


    Have other people come up with fun ways to use the Abysium art in their playthroughs? It's not specifically mentioned in the adventure text, so I'm curious if people just used it for token art or incorporated it in other ways~


    Pathfinder Adventure Path Subscriber

    Where should the PCs start on Map A?
    It doesn't include a "PCs start here" box like most other maps in scenarios, and I don't see any explanation in the text, such as whether they are going left-to-right or top-to-bottom across the map.

    Locations of creatures and hazards:

    Page 8: "...any PC who succeeds at a DC 15 (DC 18 for levels 7–8) Perception check automatically spots a triggered rope net trap dangling among a copse of trees."

    Also on page 8: "If a creature comes into range of the void zombie while it’s still trapped, it attempts to attack with its feeding tendrils Strike but takes a –2 circumstance penalty to the attack due to the net. Once the PCs come within 10 feet of the void zombie, it starts making a wailing noise, attracting some of the other creatures in the surrounding area." What if the PCs never come within 10 feet of the void zombie?

    But how far away are the PCs from "Z", if they spot the triggered trap?
    (I keep thinking to 1st-edition rules, where the Perception DC increased by 1 for every 10 feet.)

    And since the PCs face at least 2 zombies in the encounter, where are the other zombies aside from the one at "Z"?

    Thanks for any help!

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