General Skill Prerequisite legendary in Thievery Trigger A hazard is sprung within 30 feet of you; Frequency once per day
WATCH OUT! When a hazard is sprung within 30 feet of you, you can stride 30 feet and attempt a disable device check. If you succeed, the hazard does not trigger and you gain one success toward disabling the hazard. If you fail, the hazard triggers as normal.
TL; DR– More variety at the cost of a bit of story. 95%
Basics– What’s happening in the Forest of Spirits?! A mist has rolled in and people just can’t pass through the forest. Someone has angered the spirits. Who or what has caused this problem?
Mechanics or Crunch– This adventure has some serious crazy changes! This adventure starts with the players or GM rolling several D4s. These COMPLETELY change the adventure. And I don’t mean small things, but the entire last map! The adventure has different final bosses, different maps,and different encountres depending on what the rolls are. This is crazy fun, but it works! If you want variety, this is the adventure you want. My one issue is the differences mean you don’t really know where to put the encounters as this is pretty much left up to the GM to decide where the encounters happen. Good, but if you are used to the adventure deciding where the fights happen, then you might forget to put the encounters in! I’d like a bit more guidance, so I can better run this adventure. 4.75/5
Theme or Fluff– This is a fun adventure, but the big issue is the variety means you can’t build too much direct story around it. There is some, and it works, but I’d like more story of who the bad guys are. The major story beats don’t change, so that is good. I would just like a bit more flow with this adventure as a whole. This is the major issue of American RPGs vs JRPGs-choice and story vs freedom and railroad. 4.5/5
Execution– It’s Paizo. I almost never have anything bad to say with they way they set up their books, and this is no exception. Solid production all around. 5/5
Summary– If this is the future of most of the PFS scenarios, then I’ll be happy. I can’t be as spoon fed as I was before with complete ease to run an adventure out of the box, but at the same time I also get new variety for my players. I love what’s here even if the story is less forward. I would like a bit more story, but the adventure as a whole works well. 95%
You have rejected the traditions of your people. You become trained in intimidate and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Warfare Lore.
roll 1d4: (1) Your target begins to turn black and rot to pieces (2) The bit becomes inflamed and its spreads along the veins (3) The target becomes tired and sickly (4) The target slowly change into a zombie like you
1
failure, power may not be used again today
2-11
failure
12-13
The target takes 1 stamina damage. this repeates each day until they save or die. If they die, they arise as a zombie in one day
14-17
The target takes 1 stamina damage. this repeates each houruntil they save or die. If they die, they arise as a zombie in one day
18-19
The target takes 1 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
20-23
The target takes 1d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
24-27
The target takes 2d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
28-29
The target takes 3d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
30-31
The target takes 4d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
32+
The target instantly dies and arise as a zombie in one day
General Skill Prerequisite legendary in Thievery, Frequency Once per day
I just… found… this!. Choose a consumable item of your level or lower, and attempt a Thievery check. The DC is usually a standard-difficulty DC of a level equal to level of the item. If you succeed, after an hour, you have the item and do not have to spend any resources to obtain the item. You can not sell this item, and if you do not use the item within a day, the item returns to its owner. The people who previously lost the item do not know it was you that took the item.