What is your favorite Pathfinder Society scenario (no spoilers)?


Pathfinder Society


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Just what the title says!

I've been asking this same question on my Facebook fan page for the last few days and now I'll ask here too:

What is your favorite scenario? What is your top three? Why are they your favorites?

Please, no spoilers, no negative responses, no criticism--let's just be positive and discuss what we like!

Thanks!

Grand Lodge 3/5

At the risk of sounding like a suckup. I like all of the Devil We Know series that I have read. And I rank them pretty much in the order that they were released.

I liked 1 & 2 almost tie. Shipyard Rats was cool because it was challenging and some cool NPC and location change ups. It really keeps players on thier toes.

Cassomir's Locker is a really cool environment. In the interest in being spoiler free. I won't go on except to say, I'd like to revist it.

Crypt of Fools really fleshes out Cassomir well so I like it a lot because of story unfolds nicely. I love the history presented in with the adventure.

1/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

#4 - The Frozen Fingers of Midnight was a joy to run. I got to have a lot of fun with RP encounters in that one, and had a great group of players for that session.

#10 - Blood at Drakald Manor was probably the most fun for me as a player, again for RP and fellow-player reasons. Encounters were challenging, but not overwhelming.

#40 - Hall of Drunken Heroes has a really fun array of ideas, and I had a lot of fun prepping for it and running it. The encounter in the second act was great.

#44 - Terror at Whistledown is looking pretty fun. We'll see if it makes top 3 after Monday night's game.


#43 - The Pallid Plague: Fun RP encounters and a focus on an element of the game often ignored in many adventures.

#47 - The Darkest Vengeance: Awesome problem solving adventure with a great revenge plot

#53 - The Maze of the Open Road: Fantastic follow-up to Erik's epic double-header, giving PCs a world-spanning race to make even the most experienced of Pathfinders' heads reel.

What? A guy can't have a favorite author?

Spoiler:
Explosive runes

Scarab Sages 3/5

I can only speak for the ones I've run/played, but they are...

#10 - Blood at Dralkard Manor. Ran it 3 times with 3 VERY different sets of events. The roleplaying posibility of this adventure was fantastic!

#9 - Eyes of the Crocodile King. Ran this one 3 times as well, and loved it! Great combat, interesting final encounter.

#5 - Mists of Mwangi. Another great chance at roleplaying. The ambiance of the game was great as well. I always tell my players to think of the movie "The Mist" by Stephen King.

On a side note, played #25, Hand of the Muted God, last week. Holy crap was that fun! And hard! The cleric was the only thing that kept us alive.

1/5

I haven't exactly played everything to date, but here are my contenders for favorites/

29 - Shipyard Rats: I guess there's nothing like your first, but you'd better believe this got me interested and kept me that way to the end.

35 - A Voice in the Void: I especially love the Eldritch Horror feel of the museum. I look forward to running this at some point, or maybe even playing it again with the new replay rules.

36 - The Prisoner of Skull Hill: Don't really understand the meaning behind the title here, but it was a lot of fun and had some good faction missions from what I remember.

Dark Archive

So far, I have really enjoyed these three:

#10: Blood of Dralkard Manor--instead of splitting up the initial encounters, I had the party roll one initiative and go in turn as they explored the manor. It was an absolute blast! Every party I've taken through this one has commented on how memorable an experience it was.

#12: Stay of Execution--another example of a setting that I enjoyed. The prison was brilliant--a great way of having a mission with a good sense of danger, because there is always a feel of "something horrible going on over there" that the party has to stay away from while completing the mission.

#24: Decline of Glory--I guess I'm all about the ambiance, because the descriptions of the rain, the rain, the rain, and all the mud and muck really made this scenario. Anybody can throw together a few monster encounters, but it is the settings that stick in my mind.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Silent Tide and Frozen Fingers for me.

Grand Lodge 3/5

Matthew Morris wrote:
Silent Tide and Frozen Fingers for me.

Silent tide was very cool I really liked the set pieces.

Liberty's Edge

Right off the top of my head, Mists of Mwangi is up there in my top 3.

Being a rogue with the mist effects partnered with the party cleric who also got nailed by the mist made for some fun times....one of the best roleplaying times we had had in awhile!

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

I would have to say #5 Mists of Mwangi, #7 Among the Living, and #12 Stay of Execution are among my favorites to run, Voice in the Void follows close behind.

On the other hand, if asked which ones need to see retirement... that would be another thread.

Shadow Lodge 5/5

1 person marked this as a favorite.

I responded once already on Facebook, but I'll put it here too.

So far I've liked quite a few (Frozen Fingers, Mists of Mwangi, Shipyard Rats, Decline of Glory) but one really sticks out for me: The Silent Tide.

Silent Tide had it all.

There were exciting fights in exciting locations.

Spoiler:
The fight on the cliff was great. Giving players something to worry about besides themselves was fun and made for a good experience. The fight on the organ and granary were equally cool. The combination of the creatures fought (with their small radius of silence) and the terrain (either the keyboard of the organ or the granary wheat piles) made for top-notch combat encounters.

Others have come close, but nothing has really duplicated this variety of combat in one module.

There were events that didn't require combat to complete.

Spoiler:
The puzzle chests were a very nice diversion and let the players do something other than swing their sword. My players who enjoy a good riddle or mystery or made skill based characters really enjoyed this one. To-date I haven't seen anything else quite like it (although I know some modules do, I just haven't played or run them yet).

If the players fail to save the civilians at the cliff there's another opportunity to enact a rescue before they die. Lots of die rolling and non-combat skill checks, excitement over saving people before they drown, and a feeling of real accomplishment were nice additions.

There were good roleplay moments for those who don't want combat all the time.

Spoiler:
The rescue of the civilians presents an opportunity to find out more of what's going on and let the more talky characters get in some action. The real crowning moment though was the introduction of Grand Master Torch. That encounter offered the players a whole lot of opportunity to show off their roleplay chops and provided a great NPC. If there's anything I've found generally missing to date in the PFS modules I've played to-date, this is it.

An exciting story with real ramifications and a background that makes sense.

Spoiler:
Although the finale of killing Nessian was a little disjointed from the events involving the Silent Tide, the overreaching story was interesting, exciting, and most importantly, surprising that it worked so well in only a 4 hour time block. Other equally fun modules lack the sense of continuity that this one did (Mists of Mwangi is a good example, it's a lot of fun, but some of the events just didn't fit that well such as the mask fight or the snake/croc).

Don't get me wrong. I think there are other modules that have come close, but all seem to be lacking one of the critical elements. They might be strong in roleplay (Decline of Glory), or strong in storyline (The Devil We Know), or strong in fun adventure twists (the Mists in Mists of Mwangi), but Silent Tide really felt strong everywhere. It's also one of my favorite to run, which to me says a lot.

Sovereign Court

I've only played half a dozen or so, but my favourite so far is Silent Tide, for the reasons mentioned above.

Grand Lodge 5/5 ****

Balthazar Picsou wrote:
I've only played half a dozen or so, but my favourite so far is Silent Tide, for the reasons mentioned above.

As a GM mine seems to be 35 - Voices in the Void. I just GMed it yesterday for a third time - with 13 first time Pathfinders playing it so far. It offers a lot of basic challenges to a new group of adventurers. And you can build it up nicely using the Dwarvenforge Realms of the Ancients sets. I'm still in the process to have a successful other scenario to GM.

As a player there have been multiple ones I enjoyed. Crypt of Fools and the citadel of flame among them. In both cases I had very memorable moments and a great group to play with.

Off course - rolling a nat20 on your very first re-roll with your faction shirt to take out the final evil before going down myself having dropped to 0 hits makes not necessarily for a objective way to answer the question.

Thod

Liberty's Edge 3/5

I wish I could remember all of the scenarios, but I tend to forget the specifics of each as time goes by. The ones I tend to remember are the adventures I also get a chance to GM. Here are some that I enjoyed the most.

#35 Voice in the Void. It had a great final battle, revisited a museum from a season 0 favorite and built upon an NPC family that I look forward to possibly seeing more of in future scenarios.

#40 Hall of Drunken Heroes. I just ran it and loved the encounters. Some of my players remembered an NPC from a previous adventuer (the only one I haven't played from season 0) so they enjoyed that interaction. I just happen to enjoy the types of creatures involved.

#1 Silent Tide. I haven't GMd this one, but I do remember this being the first adventure I played. Some of the post up-thread reminded me of the fun of this one.

Dark Archive 4/5

So far Echos of Everwar hasn't disappointed me yet. Each mod is awesome on it's on and the back story for all is amazing. Huge thumbs up!

Dark Archive 5/5

#1: Silent Tide
All reasons mentioned above

#2: The Third Riddle
I liked the puzzles/combats a lot

#13: The Prince of Augustana
Really liked the story and my DM was great roleplaying the Prince. I probably still feel inclined to call him 'Sire' or 'your Highness' when I see him again.

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber

#39 - Citadel of Flame: As a Cleric of Sarenrae can it really get any better than this?

#35 - Voice in the Void: This was very fun, twisted and freaky. It also started me down the path of Summon Monster (now with Augmented Summoning) which has grown into a key part of my character. Celestial Riding Dog to grab the cylinder FTW!

#37 - Beggar's Perl: Although totally unrelated storywise, this mod gave me (bad) flashbacks to Voice in the Void for reasons which those who have played both probably understand :)

Not that I don't like the season 0 I've played, but it's nice to see that the quality (which was good in season 0) has gone up (IMO) in season 1. Which in turn makes me very excited to play some season 2. Keep up the excellent work!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Todd Morgan wrote:
So far Echos of Everwar hasn't disappointed me yet. Each mod is awesome on it's on and the back story for all is amazing. Huge thumbs up!

Make sure you remember that when #53 Echoes of the Everwar: The Faithless Dead comes out in June at PaizoCon. ;-)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I enjoyed the Third Riddle as well.

The Exchange 2/5

I've really liked all of the scenarios that I've played. Among my favorites have been The Devil you Know series, but the one I think I had the absolute most fun in was Murder on the Silken Caravan. I don't know how much of this was the mod itself and how much of it was just that it was the absolute perfect story to play my 3 -foot- tall- yet -immensely -intimidating-just-escaped-from-slavery-in-Taldor halfling Andoran summoner. I didn't know this at all till I started playing it, but I had a complete ball with this mod--the combats were challenging, but we actually got to use wits and skills, too. And our GM was good enough to put up with our Andoran characters and their antics and just roll with it. I had a blast (and even went home with a new member for my hill's moonmelon pitching team).

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Blood of Dralkard Manor - very fun "sandboxy" game. There were a lot of choices you could make that you felt actually impacted how things went, rather than being forced to do each thing one after another. Plus, fun roleplaying opportunities and the chance to set up an encounter on YOUR terms, which is almost never a part of these one-night stands.

Murder on the Silken Caravan - Even more roleplaying options in this one (and they were actually an important element to the story), plus an awesome setting. The combats were also very interesting and the monsters actually varied from one encounter to another.

The Third Riddle - Super cool puzzles and ways to change the encounters by solving them. Again, the best part of playing this game is being able to actually impact what is going on, rather than simply holding your ground and going toe to toe with the bad guys. This one gave the thinkers time to shine while the thumpers were fully occupied.

All of them share a trait: the background and back story played huge roles in them, and were perfectly presented to the players - not just handed out by the DM as an afterthought once the game was done. It's nice to actually get immersed into what's going on, something that has definately been lacking from a lot of the scenarios. Often they leave me with a feeling of, "That was fun to play, but why did it happen?" Not so with each of these adventures.


Joshua J. Frost wrote:
Please, no spoilers, no negative responses, no criticism--let's just be positive and discuss what we like!

Thanks for the feedback, everyone! Keep 'em coming and please remember my request above. :-)

Sovereign Court 2/5

The first batch included some of the best.

In no real order, my favourites are :
Silent tide - great introductory module
The Many fortunes of Gradnmaster Torch - quite fun intrigue
To Scale the Dragon had new ideas to refresh the starting basic plot
The Hydra's Fang incident - plenty of ideas

Those are my favourites so far, but I have neither read nor played above number #18

Liberty's Edge 1/5

My favorite three:

Silent Tide - It had all of the cool elements. I ran this 4 or 5 times and each group handled it differently.
Mists of Mwangi - Another fun filled scenario
The Third Riddle - An Indiana Jones style adventure.

I have run almost half of the scenario's and those three stand out.

Dave

Dark Archive 3/5

Joshua J. Frost wrote:
What is your favorite scenario? What is your top three? Why are they your favorites?

Well, there are many good ones. I really can't pick one as THE best.

My top three favorites (as a player and a DM)?

The Hydras Fang

Eye of the Crocodile King

The Beggars Pearl

Great settings, interesting npc's and mixture of combat/non combat encounters.

(hard to leave Tide of Morning and Decline of Glory out)

Spoiler:
The chelaxian faction mission from Citadel of Flame is the best mission so far. Period

The Exchange

Ah yes...favorites:

1) Blood at Dralkard Manor: just a perfect scenario...great story and flavor, lots of solutions and every party can play it their own way.

I loved judging that mod. I'll miss you most of all, Scarecrow.

2) Frozen Fingers of Midnight: great roleplaying opportunities, great NPCs, and a fun storyline.

3) Silent Tide: again...a fun story, good combats, lots of interesting stuff.

-Pain

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