Product– Pathfinder Society Scenario #7–01: Between the Lines
TL; DR– DnD-NOW WITH LSD! 92%
Basics-You’ve been summoned to help procure an item. Fortunately, you know where it is, and even better, who has it. They will even sell it to you! What happens when you get what you want, and it does way more than you hoped for? What happens when you play with an ancient box that stores the mental history of all who used it before?
Mechanics or Crunch-This is two adventures in one. The first adventure is the standard one you know and love. Run some errands, and then you get what you were searching for. That’s all par for the course. The second half is crazy, out there fun. You enter a mental landscape. That’s fine, but the map and the monsters are a bit off, and a bit more front loading and modifying of stat blocks would help GMs run this on the fly. It’s not horrible, and if you read ahead (like you are supposed to!), you will be fine. However, if you’re running this after just printing off your adventure, then you as a GM will be a bit lost. 4.5/5
Theme or Fluff- As I said in mechanics, this is two adventures. Half is in the regular world, and that is something your players can easily grab onto. This part is here more to help draw your players in. The real meat of the adventure is the second part. Here is where things go on and off the rails. On rails because the players progress through a linear dream landscape, but have to do so in a specific order. Off rails because this adventure plays like a LSD trip-and it is amazing! Lot’s a crazy imagery and fun ways for the GM to really ham up the crazy, psychic nature of the adventure. I absolutely love this adventure for that. 5/5
Execution-This adventure has your usual Pathfinder Society polish. What I don’t like is how the monsters are not customized to the adventure. The players fight some crazy dream monsters, but the monsters are not really customized to the purpose at hand. It’s ok, but it wouldn’t take much to really fix up the monsters here, so you’re GMs don’t have extra math to fight with. This adventure will be a bit long if the players and the GM are slow. Honestly, its about ¾ of two different adventures, so if your GM doesn’t manage his or her time properly, you will be done late if this is run at a convention slot. I’m complaining that there is too much here, which is a good problem to have, but it can be a major problem if not dealt with properly. 4.25/5
Summary-Occult Adventures kicked off this season of Pathfinder Society, and it shows in here. This isn’t completely a psychic adventure as it got strange occult influences, and I hope this keeps up through the entire season of Pathfinder Society. This is a crazy adventure that really provides some great roleplaying opportunities as well as some great scenes for players and GMs to just go hog wild with. I love what I see here, and I can’t wait for more. It’s not perfect. I’d like a bit of customization from Paizo for the monsters as a GM who has missed some important information might try to throw CR 6 creatures at a level one party if the miss the section detailing how the encounter changes. It hurts the overall presentation a bit, but honestly, I had a blast running this adventure. If this is any indication of what’s coming next, BRING ON THE STRANGE! 92%