A Pathfinder Society Scenario designed for 5th- through 8th-level characters.
The simple mission is: deliver a letter. However, upon entering into the magical hedge maze to do so, the Pathfinders find that two of their sticky-fingered friends have arrived at the same time and intend to hide a powerful elemental artifact within the Maze of the Open Road! This completely realigns the keystones of the maze, leading to planar interruptions and wild disruptions to operations. It's up to the Pathfinders to realign the keystones, calm down an angry genie, and help everyone who's been misplaced along the way! (And just maybe get that letter delivered!)
Written by Caryn DiMarco
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 one has three combat encounters, skill challenge, on top of at least five smaller roleplaying or skill encounters. There is basically too much content for 4-6 hour scenario to run in reasonable amount of time. As elemental romp it could be fun if split into multiple sessions, but that would mean running it outside of pfs rules. I can see players being really angry at duo over the mess though, which seems like intended outcome tbh. Though its honestly too presumptuous to assume players are automatically like "yeah, screw the rich" because scenario doesn't really convince you that the target really deserved it either, so lot of people would likely side with the law.
A fun scenario, but it had several things I had to work out myself. I enjoyed running the "chase" scene, but wish it was clearer that it didn't truly follow the chase rules (like how they added the sidebar for underwater combat). Editing missed several typos too. All of the challenges were on the GM side. The DCs and monster stats for the upper tier seemed low for my players as they easily handled most skill checks and combats. We finished in 4 hours, just barely peacefully resolving the last encounter. Despite the difficulties on my end, my table had fun and I wish I could play this one!
much too fast rush through all 6 Elemental Planes, no real highlites
The scenario is one of the weaker ones in this season. Here you can see the desire to simply briefly introduce all the elemental planes. It worked, but you get the feeling that everything was forcibly crammed into one scenario in order to fit everything into one session. How do we explain the traveling back and forth to the different levels? Using the magical indifferences in the Maze of the Open Road, of course. Again. The chaos didn't work in Season 1 (#1-21: Mistress of the Maze) and it doesn't work here either. But I have to say, this time it's easier to handle. However, story-wise, I didn't like the plot this time either. Why do you give the NPCs completely new artwork in the middle of a season? Wasn't the old one from the intro good enough? Anyway, confusion isn't the main reason. The dialog at the reunion was at least well written. In my opinion, the highlight of this scenario.
The encounters were okay. But nothing special either. In any case, you won't be saying a word about them long after you've finished playing. The strongest encounter is probably the last one, but as soon as you have two reasonably good diplomats with you, you can get around it quickly. I have to say that I personally think the decision to get through the last encounter with a few good checks is a good one, but then at least give us a highlight in the other encounters. The strength of Pathfinder 2e is tactical combat. But in Organized Play, it feels like you're robbed of it in every scenario. Here we have an underwater fight, completely without the possibility for the players to prepare for it. Yes, you get underwater breathing for the fight, but the design of the encounter is atrocious! As GM, you are forced to play the monsters stupid and weak without utilizing their abilities, because otherwise the fight would be unnecessarily drawn out and the players would be even more frustrated than they already are. They already can't move. Do you have to put monsters in there that make this movement even more difficult? And the second monsters have to have an endless 60 foot ranged attack? In my opinion, a really bad decision that led to pure frustration. Metal and wood were okay, but fire was unnecessary. Chase that isn't a chase? Really? I was looking forward to every Chase before Season 5. But this season it's really overdone. And then also such a pointless chase. Anyway, you have to have been on every elemental level at least once. And time is short, so off to the next level to present the next bad encounter.
Earth was also somehow really cruel. As a GM, I had a hard time visualizing the encounter. So I had a hard time performing it. Maybe it's my lack of understanding. But even when I had the SCenario sitting on the other side of the table, my GM wasn't full of enthusiasm for this encounter. Anyway, after a few more skill checks, this encounter is also over. On to the next elemental plane.
Why did they collect all the McGuffins again? Oh well, to shorten the finale even faster, because time. Was there a round where collecting the MacGuffins was fun and really gave you a great feeling at the end? In my rounds as GM and as a player, that wasn't really the case. I can't say anything about the combat option, both rounds were easy-peasy with hero points and a few diplomacy skills. Too bad, the combat seemed to be interesting. However, I'm afraid that the air superiority of the monsters is more likely to cause frustration than a great finale. Because it definitely wasn't. Thank you, next one please.
Well, I lost a big long review to the Paizo website goblins. Let me sum up. Entirely too long, extremely unfun underwater combat, repetitive skill challenges, confusing handout which had no discernable relationship to the challenges, CONFUSING skill challenges (looking at you chase scene that isn't actually a chase scene), confusing hazard encounter, end combat very deadly and prone to being very long and drawn out.
I don't know if the problem was the writing, development, or editing, but there were many fails that came together to make this one terrible. I replay a LOT of scenarios in this level range. I won't be touching this one with a 10' pole.
I ran this and found it an enjoyable romp through the planes. Lots of room for description and creativity. Some familiar NPCs make an appearance. The initial setup and final encounter were both a lot of fun to narrate.
Prep involves a LOT of items, so was a bit longer than usual. By contrast, the monsters were easy to prep except for one with a variety of forms (see GM Discussion to get a leg up). I don't think the scenario leans too heavily on elemental challenges. There's a nonstandard chase mechanic but I think it basically works and keeps things moving.
On the downside, I felt this scenario puts a lot on the GM to make the keystone encounters unique and interesting. I think my group got into a bit of a rut on these. Some of the elemental weirdness was hard to visualize, let alone describe. I also felt the scenario ran long – six elements is a lot to plow through! Finally, I wish the counteracting diagram had come into play.
FWIW, my group tried the diplomatic route and had no problems with it.
Pretty unenjoyable adventure - we spent the entire adventure pursuing a particular course of action only to have it invalidated by a single failed skill roll upon meeting the BBEG, precipitating an unwinnable fight and TPK.
We need urgent clarification on how this section of the scenario is supposed to work!
Spoiler:
In the plane of Fire there's supposed to be a chase scene where we run away from the plane trying to kill us. However, the end of the section says "If the party gets at least 3 chase points per PC..." which is not how Chases work. If you want the party to make different skill checks every round, and see how many points they got at the end, use the standard Victory Point system. If you want a chase scene, there needs to be something to chase, or something to run from.
In this case, there should be the "wave of fire" behind the party which advances one obstacle per round. If the fire ever reaches the party they should take damage (with a Basic Reflex of course), and be forced forward one obstacle. This way, if they roll well at the start they can get very far ahead and have extra time if they get stuck. It also limits the time of the encounter by having the party auto advance if the fire hits them, and gives a penalty if they're failing. You can have Farah carry any unconscious PCs so they don't die, that way a series of bad rolls doesn't make it a TPK half way through the scenario.
That's the biggest issue with scenario mechanics. Other issues exist, but they don't break the scenario and confuse GMs like this one.
I don't know where to ask this, but it does pertain to this scenario. The boon for this scenario says that the character who played it gains access to the weapon offered by the boon but also says limit 1. Does that mean the character automatically receives the item for free or that they can only purchase 1.