PFS Scenario question(s)


GM Discussion


Can anyone tell me what the modules are like? How do they compare with, for example, the normal PF stand-alone modules?

I'm considering purchasing them simply to insert into my home games, but I'm curious as to their design, format, etc.

Thanks in advance!

Liberty's Edge 2/5 5/5 **

There are several differences between Pathfinder Society modules and Pathfinder adventures. The biggest one is length - most PFS mods are 12-14 pages, vs the adventures' 32 pages. Also, PFS modules are designed to scale, with most currently available having challenges for parties between APL 1 and APL 5, and that looks to reach APL 1 to APL 7 soon. PFS modules are typially short, having a fairly straightforward backstory and an uncomplicated plot, though only two so far have really been "dungeon crawls" in the usual sense of the term - the adventures have generally maintained Paizo's dedication to interesting adventure design, if on a simpler scale. They also don't have the adventures' additional monsters very often, relying heavily on MM opponents (for reasons of space if nothing else).


What are the art (if any) and maps like (especially the maps)? Pathfinder module quality?

Sczarni 4/5

Arnwyn wrote:
What are the art (if any) and maps like (especially the maps)? Pathfinder module quality?

in numbers 1-4 I beleive there was one piece of art and 1/2 to 3/4 a page worth of maps. (Silent Tide has a little more map I think) The quality of the art is the same quality as the AP (check the Varguoille art in the blog yesterday, that's for a PFS scenario announced today)

Liberty's Edge 2/5 5/5 **

Arnwyn wrote:
What are the art (if any) and maps like (especially the maps)? Pathfinder module quality?

The art is, indeed, gorgeous, if limited in number.

The maps are perfectly functional for what they are intended to do, but aren't quite as pretty as the Pathfinder adventures maps tend to be. Nevertheless, the modules are all in full color, and the maps have never been the slightest issue in terms of usability.


So, generally, the consensus is that if I like the Pathfinder APs and Pathfinder modules for my home group's use, I'll very likely like the Pathfinder Society modules?

Sczarni 4/5

Arnwyn wrote:
So, generally, the consensus is that if I like the Pathfinder APs and Pathfinder modules for my home group's use, I'll very likely like the Pathfinder Society modules?

There are 2 things I can think of that may not be portable:

1) Faction missions - unless you have your PCs join the factions too, or just take from the region of their birth...

2) the idea that the pathfinder society will transport the PCs wherever the adventure starts at no charge. (some of the adventures rely on the fact that the PCs are being asked to do this as pathfinders, and will take some customizing if the mission giver isn't a pathfinder)

I would recommend buying Hydra's fang and Frozen fingers - These are the two extremes for the second issue (of 5 of the first 6)


Thanks, Cpt_kirstov. However... I don't think I understand the issues you have noted.

Faction missions? Region with the what now? I don't understand. Can't these just be "groups" that hire the PCs for whatever mission?

Pathfinder society transport what? I don't understand this, either. Again, can't the PCs just be "hired by someone" to undertake a mission/quest/whatever? What makes it so "Pathfinder" dependent?

Sczarni 4/5

Some of the faction missions (side missions that each PC gets at the begining of the mission telling them what addtional thing the pathfinder leader from their home nation would like them to do) Can sometimes be very specific. These would be optional in a home campaign, you might have some that don't fit, or some that are ok for the whole group to try for, and one or two are in debate on if they are asking you to do an evil act. So depending on how many secret societies there are in your homebrew, and how much you want your PCs caught up in them, you might not want to include some/all of these.

the PFS scenarios trust that the PFS pays for you're transport to the location of the mission(IE you get the mission in he back story of the adventure, have time to ask questions and then are fast forwarded to the city that the mission takes place in). Placed in a bigger campaign, this may not be the case, and the PCs might have to find their own way to pay for transport.

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