The further adventures of Losseyel
Jun. 10th, 2020 07:27 pmI was going to include mini-reviews of the PFS 2e adventures I've played in my last post, but it got long enough that I figured I should split them into a second one. These are the adventures to date of Losseyel, the rapier-wielding, law-worshipping elf wizard.
PFS2 #1-01: The Absalom Initiation: Recommended to all new players as their first game, this is a set of four mini-adventures designed to introduce you to 2e mechanics and the major Pathfinder Society factions. I definitely second that recommendation.
PFS2 #1-02: The Mosquito Witch: The Pathfinders investigate a local urban legend that seems to have come to life. Way too many investigation hooks; this was the play-by-post adventure that ran long, partly because we got lost in the weeds of trying to chase down all the clues.
PFS2 #1-04: Bandits of Immenwood: A straightforward scenario, enlivened by a very interesting final encounter and the fun of running a weirdly unbalanced party. We had three monks, one barbarian, one sorcerer, my wizard, and nobody with any kind of healing abilities, mundane or magical. The 2e networking mechanics came in very handy to let us grab a bunch of healing potions to make up for the lack of other healing.
PFS Quest #6: Archaeology in Aspenthar: Pseudo-Egypt has cut off access to its tombs and treasures, but its neighbor is offering cut-rate opportunities to go delving into random bits of its ruins. What could possibly go wrong? Well, not that much because this is a quest rather than a full adventure.
PFS Quest #2: Unforgiving Fire: Someone has made off with a statue of great religious significance, and the Pathfinder Lodge which had it last would like it recovered before things get too awkward with the people it was borrowed from. A much richer background story than #6, at least, but the exact same underlying structure.
PFS2 #1-08: Revolution on the Riverside: The Pathfinders are sent to investigate the ruins of a long-abandoned lodge and get caught up in an attempted rebellion. Bringing a 2nd-level character to an adventure in a mostly 3rd and 4th level party (meaning we played a harder version of the adventure) nearly turned out to be a fatal mistake, but OTOH she was the only character with strong social skills in a scenario that turned out to particularly need them.
Anyway, more good than bad. I'll probably try to pick up another couple quests to even out her experience points (2e is 12 xp per level, with quests providing 1 xp and full adventures providing 4 xp), and then avoid any further ones.
PFS2 #1-01: The Absalom Initiation: Recommended to all new players as their first game, this is a set of four mini-adventures designed to introduce you to 2e mechanics and the major Pathfinder Society factions. I definitely second that recommendation.
PFS2 #1-02: The Mosquito Witch: The Pathfinders investigate a local urban legend that seems to have come to life. Way too many investigation hooks; this was the play-by-post adventure that ran long, partly because we got lost in the weeds of trying to chase down all the clues.
PFS2 #1-04: Bandits of Immenwood: A straightforward scenario, enlivened by a very interesting final encounter and the fun of running a weirdly unbalanced party. We had three monks, one barbarian, one sorcerer, my wizard, and nobody with any kind of healing abilities, mundane or magical. The 2e networking mechanics came in very handy to let us grab a bunch of healing potions to make up for the lack of other healing.
PFS Quest #6: Archaeology in Aspenthar: Pseudo-Egypt has cut off access to its tombs and treasures, but its neighbor is offering cut-rate opportunities to go delving into random bits of its ruins. What could possibly go wrong? Well, not that much because this is a quest rather than a full adventure.
PFS Quest #2: Unforgiving Fire: Someone has made off with a statue of great religious significance, and the Pathfinder Lodge which had it last would like it recovered before things get too awkward with the people it was borrowed from. A much richer background story than #6, at least, but the exact same underlying structure.
PFS2 #1-08: Revolution on the Riverside: The Pathfinders are sent to investigate the ruins of a long-abandoned lodge and get caught up in an attempted rebellion. Bringing a 2nd-level character to an adventure in a mostly 3rd and 4th level party (meaning we played a harder version of the adventure) nearly turned out to be a fatal mistake, but OTOH she was the only character with strong social skills in a scenario that turned out to particularly need them.
Anyway, more good than bad. I'll probably try to pick up another couple quests to even out her experience points (2e is 12 xp per level, with quests providing 1 xp and full adventures providing 4 xp), and then avoid any further ones.