Product-Pathfinder Society Scenario #6–22: Out of Anarchy
TL; DR– Too many ingredients spoil the soup! 78%
Basics-The society never leaves a man behind-they just might take five years to help him…and it might be someone’s pet project as well…. In this adventure, the Pathfinder Society sends in new recruits to find a long forgotten Pathfinder in a blockagged town in Cheliax. There, the young Pathfinder have to navigate several different rival groups, find their target, and get him out…all while not starting the third burning of the city! This adventure is designed for level first to fifth level characters.
Mechanics or Crunch-What’s here is good, but there is just too much here! This adventure has some serious roleplaying opportunities (which is great) and some serious combats (there are over four!). That is too much for a four-hour time slot! Each part isn’t bad as the roleplaying characters get some time to shine and the combat monkeys can take center stage at different points, but in a four hour adventure slot at a con, this adventure simply is too long. GMs will have to drop part to keep this one going fast enough to cover all the ground. 3.5/5
Theme or Fluff-So, not only is there a lot of mechanics, there is also a lot of story to cover as well. It’s not bad, but it’s too much! First is a missing Pathfinder. Then,there are four factions to contend with. Next is trying to get out and get help. And lastly is dealing with other enemy groups in the city. That is too much talking! I love good roleplaying in a Pathfinder Society adventure, but with so much going on here, it’s hard to make all the pieces shine. If you don’t ham up each group, then players don’t notice them. If you do, then it takes too much precious time that you won’t have for the fights and talking to the different groups later. It’s too difficult a balance to walk-especially for a 1-5 level, four-hour scenario. 4/5
Execution-Overall, this adventure has the Paizo polish. Lot’s of pictures to help describe things, lot’s of included information to make running this easy, and a decent amount of breaks to make the text flow better. However, the organization isn’t perfect. This adventure is about 40 pages! Some pages are copies of Bestiary books to help run the adventure, but I would like a few more breaks and a table or two detailing how different groups interact with the players at different locations. Those little things would help speed up the pace of this adventure and possibly get it out close to the four-hour runtime. 4.25/5
Summary-If I had eight hours with a single table, this would be a great adventure to put them through. They could really dig deep into the roleplaying, and the combat-crunch players would have an absolute blast as well by being able to paint the town red with their enemies. But, this is written with the goal of four hours. For that time limit, there is just too much here! It’s written well enough, but will all the twists, turns, and fights, you CAN’T get this adventure done and be on time. And any adventure I can’t run in a time slot at a con, written for a con, isn’t one I run a second time. 78%