Your PFS "Bucket List"


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Liberty's Edge 2/5

and no, please don't list Eyes. Kind of a sore subject right now, because I might miss THREE different chances to play it locally.

But what 7-11 scenarios are "must-plays"? I understand that table variation, group composition, and such can dramatically change this, but are there a few that I should be bribing others to run for me before I hit 33 XP?

Dark Archive 4/5

Derek Weil wrote:

and no, please don't list Eyes. Kind of a sore subject right now, because I might miss THREE different chances to play it locally.

But what 7-11 scenarios are "must-plays"? I understand that table variation, group composition, and such can dramatically change this, but are there a few that I should be bribing others to run for me before I hit 33 XP?

Hall of Drunken Heroes

Red Harvest
Shadows Fall Over Absalom

I had fantastic GMs for each of these, and they were all amazing fun.

Dark Archive 3/5

The waking rune, if you are into combat
hard mode for the waking rune if you are into huge challenges combat-wise

Liberty's Edge 2/5

Dresden10589 wrote:


Hall of Drunken Heroes
Red Harvest
Shadows Fall Over Absalom

Now that's a coincidence! My most recent games were Red Harvest and Shadows Fall, although we were so crunched for time on the latter that we had to hand-wave big portions of a couple fights. Still really awesome stories!

3/5

Off the top of my head, I'd say that Red Harvest and The Harrowing are the two must-plays in that level range. Hall of Drunken Heroes and Shadows Fall on Absalom are also pretty good.

-Matt

4/5

Mattastrophic wrote:

Off the top of my head, I'd say that Red Harvest and The Harrowing are the two must-plays in that level range. Hall of Drunken Heroes and Shadows Fall on Absalom are also pretty good.

-Matt

Having played the Harrowing, I wouldn't recommend playing it as a PFS module. It's too amazing of a module experience for that. To get the full immersive experience, it will take more time than anyone usually allots for a module.

3/5

Mark Seifter wrote:
Having played the Harrowing, I wouldn't recommend playing it as a PFS module. It's too amazing of a module experience for that. To get the full immersive experience, it will take more time than anyone usually allots for a module.

True, and that's a good warning. When I played it, I believe it lasted about five or six sessions.

-Matt

4/5

Mattastrophic wrote:
Mark Seifter wrote:
Having played the Harrowing, I wouldn't recommend playing it as a PFS module. It's too amazing of a module experience for that. To get the full immersive experience, it will take more time than anyone usually allots for a module.

True, and that's a good warning. When I played it, I believe it lasted about five or six sessions.

-Matt

That would match my experience. I think we took four sessions, but our sessions are longer than a typical PFS slot.

I heard an excited friend from our lodge some months ago talking about how he'd heard how awesome the module was and how he would get to play it because someone was running it in a 10 hour PFS slot, and I recommended against it, since I think you lose the chance to really experience The Harrowing if you rush it like that. I've no doubt it can be done.

Dark Archive 4/5

I think it took us nearly 2 days of 9am to Midnight playing to get through the Harrowing

5/5 5/55/55/5

Run my wild empathy focused druid through both Where mammoths dare not tread and The elven entanglement, just to make a my little pony themed character make the DM cry :)

Shadow Lodge 4/5

Urgh, I Gm'd Shadows and the players both immediately realised the ruse and completely wrecked the opposition.

If you need to play something from that Season, pick Under the Silver Tarn. Now that's a gem.

Seconding Red Harvest, since it is an awesome scenario.

Finally, two classics that raise to the top by sheer uniqueness: King Xeros of Old Azlant and Rats of the Round Mountain part 2.

Grand Lodge 4/5 5/5 *

Derek Weil wrote:

and no, please don't list Eyes. Kind of a sore subject right now, because I might miss THREE different chances to play it locally.

But what 7-11 scenarios are "must-plays"? I understand that table variation, group composition, and such can dramatically change this, but are there a few that I should be bribing others to run for me before I hit 33 XP?

Any scenario in the 7-11 range that lets my Gunslinger Kyrie put a bullet into Torch's head for good please.

Grand Lodge 5/5 5/55/55/5

Thomas Graham wrote:
Derek Weil wrote:

and no, please don't list Eyes. Kind of a sore subject right now, because I might miss THREE different chances to play it locally.

But what 7-11 scenarios are "must-plays"? I understand that table variation, group composition, and such can dramatically change this, but are there a few that I should be bribing others to run for me before I hit 33 XP?

Any scenario in the 7-11 range that lets my Gunslinger Kyrie put a bullet into Torch's head for good please.

Judging from

Spoiler:
The sand trilogy
You may be getting your chance...
Grand Lodge 5/5

The entire season 4 Lissalan Arc in order.
Cultist's Kiss
Feast of Sigils
The Refuge of Time
Words of the Ancients
Waking Rune

3/5

5 people marked this as a favorite.
Thomas Graham wrote:
Any scenario in the 7-11 range that lets my Gunslinger Kyrie put a bullet into Torch's head for good please.

Hmm... I wonder what Torch ever did that made him worth killing. I thought he was the good guy, waging a campaign of accountability with a side of vengeance against the well-deserving Decemvirate.

-Matt

Grand Lodge 5/5 5/55/55/5

1 person marked this as a favorite.

Looks at Mattastrophic, Looks at the girl with the guns. Puts hands over ears

Liberty's Edge 2/5

1 person marked this as a favorite.

Rats of Round Mountain 1 and 2 (if you are interested in a possible bonus). We just finished these and it can be quite challenging.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

I really liked the Forbidden Furnace of Forgotten Koor and Portal of the Sacred Rune.

Both feature great stories, NPCs, settings, fights, and memorable BBEGs.

Lantern Lodge 5/5

If you don't mind modules, I think the Ruby Phoenix Tournament is pretty golden.

The older (season 0-2) scenarios don't hold up to newer combat capabilities, but the best stories I've seen have been in early ones. They were really more interested in really cool fights instead of tactically challenging ones.

Fingerprint of the Fiend

Spoiler:
Two words: Trolley fight!

No Plunder, No Pay

Spoiler:
Rescue a pirate from a Chelish prison, in an effort to get you to sail him to his shipwreck/treasure stash.

Hall of Drunken Heroes

Spoiler:
Ever wanted to claim a bar fight was a religous experience?

That said:

The Waking Rune is pretty much everything you'd want from a "boss fight" encounter. Bring your A game. And/or two Barbarians.

Sovereign Court 5/5 5/55/5

3 people marked this as a favorite.

Anything written by Alex Greenshields or Sam Polak. Or that Steve Miller guy.

Grand Lodge 4/5

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Or you can run Waking Rune hard mode and have it come down to initiative checks, oh Magus and Gunslinger go first, hmm let me fill out this chronicle for you.

Sovereign Court 4/5 5/5 ***

Pathfinder Starfinder Adventure Path Subscriber
Jayson MF Kip wrote:
The older (season 0-2) scenarios don't hold up to newer combat capabilities, but the best stories I've seen have been in early ones. They were really more interested in really cool fights instead of tactically challenging ones.

My experience has been that Season 2 stuff in general still holds up. Shadows over Absalom is a little weak, but Flesh Collector, Forbidden Furnace, Wrath of the Accursed are a string of good story, good challenge scenarios. IMO, season 2 7-11's are much better than season 2 lower tiers.

4/5

1 person marked this as a favorite.
James McTeague wrote:
Jayson MF Kip wrote:
The older (season 0-2) scenarios don't hold up to newer combat capabilities, but the best stories I've seen have been in early ones. They were really more interested in really cool fights instead of tactically challenging ones.
My experience has been that Season 2 stuff in general still holds up. Shadows over Absalom is a little weak, but Flesh Collector, Forbidden Furnace, Wrath of the Accursed are a string of good story, good challenge scenarios. IMO, season 2 7-11's are much better than season 2 lower tiers.

I'm not really sure that Forbidden Furnace holds up, though it's definitely a better challenge than Shadows Fall or Mantis's Prey. However, I'll definitely agree that Wrath of the Accursed holds up. Pretty much every adventure I've seen by Matt Goodall manages to use opponents who are usually not much more statistically powerful than those in other scenarios, but they act with a nice setup and give a solid challenge.

Shadow Lodge 4/5

All of the season 2 7-11's, iirc, have the lone boss syndrome wherein the poor bastard is killed by the economy of actions come turn number two. That said, many season 3 and 4 scenarios had that problem as well. Poor, poor Caggrigar...

The Exchange 4/5 5/5

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Definitely Hall of Drunken Heroes.

Depending on your group you may or may not find it challenging but it has a pretty unique encounter and a setting that is just plain FUN!

5/5

1 person marked this as a favorite.

Lissala ones are all pretty good, but here are my time allotment recommendations for them:

Himokl wrote:

The entire season 4 Lissalan Arc in order.

Cultist's Kiss - min. 8 hours
Feast of Sigils - 5-6 hours
The Refuge of Time - 5-6 hours
Words of the Ancients - 6-7 hours
Waking Rune - 5-6 hours (if played tight)

Portal of the Sacred Rune is really really good.

The 4-part Echoes of the Everwar series isn't uniformly great, but each one gives it's own flavor.

I don't recommend either of the Rats.

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