Ring Side Report- RPG review of Pathfinder Society Scenario #6-12: The Burning of Greensteeples

Product– Pathfinder Society Scenario #6-12: The Burning of Greensteeples

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 8.99 here  https://paizo.com/products/btq08bzx?Pathfinder-Society-Scenario-612-The-Burning-of-Greensteeples 

TL; DR-Fun events, but little big pictures.  90% 

Basics–  Greensteeples burns!  Thrune attacks the Pathfinders at Greensteeples, and it’s your job to help.  Can you get in, get your friends, and get out?

Mechanics or Crunch– This adventure covers a lot of bases. It has an infiltration round and several combats.  Infiltration could be better described in the core books, but what’s here functions ok within the rules themselves.  There is a smattering of social encounters, but overall, it’s several small events as the players attempt to sneak in, kill bad guys, get friends, and sneak out.  It’s good overall, with only a few small issues.  4.75/5

Theme or Fluff–  I know Thrune doesn’t like the Pathfinders, but there seems like there is more going on, but I don’t know it.  I feel like this is setting up something big, but I don’t have enough to tell my players about it.  There is moving and shaking, but I don’t understand it.  I’d like to know more than what’s here.  The base plot is fine, but the bigger plot is something I think isn’t well explained.  3.75/5

Execution– It’s Paizo.  I keep saying they do this well, and they did this well again. 5/5Summary– I liked this one, but I wish I could love this one.  I need more big story beats.  I felt like I missed it here, so my players may miss it as well.  The major events went well, and the players and I had fun with the crunch.  The execution is on point as always.  I just want to know more of what is going on.  90%

Daily Punch 4-4-25 Frozen Speed arcane feat for Pathfinder 2nd Ed

Too cold to move

Frozen Speed Feat 8

Arcane Magus Oracle Sorcerer Wizard


Ice slows you down. When you cold fire damage to a target, the target must make an additional Fortitude save vs your class save DC. Upon a failure, that target becomes slowed 1 or increases its slowed level by 1.

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Thoughts?

Daily Punch 3-31-25 Divine Intervention cleric feat for Pathfinder 2nd Ed

My god says no!

Divine Intervention reaction Feat 1

Cleric
Trigger A creature cast harm or heal


When a foe Casts harm or heal and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared heal or harm, it does not have to be the exact same spell, to counter the triggering creature’s casting of heal or harm. You lose your spell slot as if you had cast the spell. You then attempt to counteract the triggering spell. The spell you expend can be your divine font spells.

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Thoughts?

Daily Punch 3-28-25 Freezing Cloud spell for Pathfinder 2nd Ed

Freezing Cloud [two-actions] Spell 3

Concentrate Cold Manipulate
Traditions arcane, primal
Mystery tempest
Range 500 feet; Area 20-foot burst
Defense Reflex; Duration sustain, up to one minute


You cause a small storm to freeze everyone in an area. At the start of a creatures turn, a target in the area must make a reflex saving throw.
Critical Success The creature is unaffected.
Success The creature takes half damage and is not slowed.
Failure The creature takes 3d6 cold damage and is slowed 1.
Critical Failure The creature takes 6d6 cold damage and is slowed 2.


Heightened (+1) The damage increases by 2d6.

Daily Punch 3-27-25 Bile Blast zombie power for DCC RPG

Oh god, did he just barf?

Bile Blast
Level: 1Range 30 feet coneDuration: until save or deadCasting time: actionSave: Reflex
GeneralYour bit someone and they begin to rot to death!
Manifestationroll 1d4: (1) You open your mouth and vomit over the area (2) Your stomach swells and you have to blast out chucks of bile (3) your stomach swells and burst throwing acid at your targets (4) you gag and then blow chucks over your foes
1failure, power may not be used again today
2-11failure
12-13You cover all targets in the area with acid dealing 1d6 acid damage
14-17You cover all targets in the area with acid dealing 1d6 acid damage and the targets take 1d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
18-19You cover all targets in the area with acid dealing 2d6 acid damage and the targets take 1d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
20-23You cover all targets in the area with acid dealing 2d6 acid damage and the targets take 2d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
24-27You cover all targets in the area with acid dealing 3d6 acid damage and the targets take 2d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
28-29You cover all targets in the area with acid dealing 3d6 acid damage and the targets take 3d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
30-31You cover all targets in the area with acid dealing 4d6 acid damage and the targets take 3d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
32+You cover all targets in the area with acid dealing 4d6 acid damage and the targets take 4d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid

Thoughts?

Daily Punch Seconds Count thievery skill feat for Pathfinder 2nd Ed

Did I just get mugged?

Seconds Count reaction Feat 7

General Skill
Prerequisite master in Thievery
Trigger You fail but not critically fail a steal attempt


If you mess up, why not buy some time. When you fail but not critically fail a steal attempt, you can replace the item you are attempting to steal with an item of equal weight. The target will not realize that you failed, but will notice in 12 seconds, two turns.

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Thoughts?

Daily Punch 3-24-25 Mug thievery skill feat for Pathfinder 2nd Ed

Respect the classics of Final Fantasy!

Mug reaction Feat 15

General Skill
Prerequisite legendary in Thievery
Trigger You successfully complete a steal attempt


Why not stab after you steal? When you successfully complete a steal attempt, you may immediately make a basic melee attack at your currently base attack bonus. If the enemy was considered flat footed to you, it is still considered flat-footed for the attack as well .

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Thoughts?