Final blade closed beta in south korea begins


Liberty"s Edge faction leader Colson Maldris was so certain that Andoran"s elites were ruining the country that he took drastic action, allying with the Gray Gardeners in a plot khổng lồ kidnap several of them và bring them to Galt. Though the Gardeners promised Maldris that they would grant these individuals a fair trial and carry out any executions without the use of their infamous soul-trapping Final Blades, their word was not lớn be trusted. Now all of Maldris"s kidnapping victims are scheduled lớn face the guillotine. Maldris has sent a desperate plea for help lớn the Pathfinder Society, hoping for aid in freeing his victims from this terrible fate. However, Maldris"s efforts khổng lồ lay the groundwork for a rescue plot have seen him captured as an enemy of the revolution.

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Not only does it fall to the PCs to prevent an international incident, but the fate of this faction"s leader also lies in their hands.

Contents in Fury of the Final Blade also contribute directly to the ongoing storyline of the Liberty"s Edge faction.

Written by Lyz Liddell. Note: This hàng hóa is part of the Pathfinder Society Scenario Subscription.

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See Also:

Pathfinder Society Scenario #9-18: Scourge of the Farheavens PDF Pathfinder Society Scenario #9-19: Clash in Kaimuko Wood PDF Pathfinder Society Scenario #9-22: Grotto of the Deluged God PDF Pathfinder Society Scenario #9-23: The Ghol-Gan Heresy PDF >>
Product review (8)
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2.60/5 (based on 8 ratings)

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Let"s talk about editing. Serisan
— May 26, 2019, 07:08 pm

Now, I want to lớn be fair to lớn the author in that, lượt thích many scenarios of the past few seasons, there has been a perceived need to lớn shoehorn Bestiary 5 and Bestiary 6 critters into scenarios because the Bestiaries need to sell. It"s all well và good that authors find opportunities to do this or that creatures are recommended, but there"s a big elephant-in-the-room problem that Organized Play leadership needs to lớn recognize when budgeting encounters:


So, the major encounter, budgeted as CR 14, runs into a major issue where it"s comprised of a reasonable CR 13 creature from B2 và 2 unreasonable CR 9 creatures from B5. It doesn"t take a rocket scientist to figure this out, mind you - compare the Pakalchi lớn a Bone Devil và you will immediately see at every possible turn that the Bone Devil is inferior, even down lớn base ability scores. Numerically, it"s much closer to a Barbed Devil, a CR 11 creature. This is a pattern in both B5 & B6 - all creatures should have +2 adjustments on their CR across the board khổng lồ be balanced to lớn the prior Bestiaries.

Why am I saying this here, then? Because when fails to lớn design, develop, và edit a Bestiary properly, it falls lớn adventure authors, Organized Play leadership, & editors khổng lồ fix the problem in the scenarios themselves. The reality is that it probably doesn"t matter anymore for PF1 - there"s 2 months of scenarios and then it"s dead. That said, for future scenarios in PF2, this sort of thing needs to be considered because the editing on some of the later entries has been atrocious. The problem I continue lớn see on adventure after adventure is that this sort of issue is not addressed in any fashion, resulting in encounters that far exceed what players can reasonably handle, particularly when the 4 player adjustment doesn"t actually impact the threatening creatures at all.

Lyz, I liked your story và I relished the opportunity to lớn personally execute Colson Maldris. I appreciated that we had the easy out on the final encounter because nobody could see invisibility or stop the dim door to bypass it. There was a bit much hardcoded on the investigation part, but it was rather enjoyable nonetheless.

I"m just tired of these encounters where the CR is not accurate because of garbage editing in the Bestiaries.

Memorable Combats but an otherwise forgettable sendoff of Major Maldris eddv — Dec 12, 2018, 01:13 pm

The main problem with this scenario is that it is a scenario that presents itself as an investigatory adventure that operates on a timer. The problem with that - the investigation goes no where & the one useful boon lớn be garnered from it involves either invoking moonlogic or the tiệc ngọt just coincidentally và luckily making a pretty exact pair of decisions needed.

The infamous combat in the prison was ridiculously challenging và again relied on the use of the same sort of moon xúc tích và ngắn gọn as the first. It felt lượt thích it passed the point of being fair and lượt thích it wandered into arbitrariness.

The 2nd combat was a much more fair puzzle fight but by then the buổi tiệc nhỏ was definitely kind of over it & was seeking khổng lồ just get out of there và I certainly dont blame them with how the first combat went.

Worst of all however, is that the nature of Maldris"s plan & crime went completely COMPLETELT unaddressed. Even as some one who is no fan hâm mộ of the good majors when they presented this plot point in Case of Missing Persons the hype was real - Maldris had finally snapped and taken decisive if morally grey action. I was incredibly hyped lớn see what would be done with it và where Maldris would go from there. If he was to finally hit his downfall may it at least be a fitting send off.

The answer turned out to be "nothing" and "nowhere" which is a far more grave indictment of this scenario than anything else and is why I gave it 1 star.

Galt... We meet again 4/5 Monkhound — Oct 2, 2018, 08:31 am

I had fun with this one: I played this one up in the 4-player high tier and felt reasonably fragile, but in spite of this I felt like I was able to do a lot.

A thiết lập in Galt is always fun/scary, and the follow-up on the previous adventure (Case of Missing Persons) is interesting. As expected, infiltration is part of the game in a country where the society is basically outlawed. What you have to lớn infiltrate và what you"ll encounter there is scary even for a high tier party: We were nearly in full panic mode when the GM told is what was going on, but weer managed to keep out heads cool. You will face some people và I was disappointed lớn see the way they"re scripted:
As if people are going khổng lồ argue that they don"t want lớn be saved, as they"re facing the guillotine... Why?!
The final encounter felt strangely easy: High level parties should be able to lớn face the odds that are presented here, barring severe flukes in the initiative rolls, but the opponent felt somewhat weak. Some classes are not really suited for near-lone opponents because they don"t deliver the punch need against a high màn chơi party, even if they"re thematically correct for the situation.

Despite these flaws, I genuinely enjoyed this scenario, which puts a buổi tiệc ngọt up against at least 1 iconic và scary enemy.

I"m giving it 5 stars, but I agree with those giving it fewer stars.... outshyn
— Sep 5, 2018, 09:48 pm

This is perhaps the best gaming I have experienced in Pathfinder Society. Literally, this is the best module/scenario ever. 5 stars.

And yet, the other nhận xét here paint it as a TERRIBLE product. Và to some degree, they are right. I"m going lớn explain how this is both the best & worst game ever. I"m going to lớn spoiler most of this, but I"m going khổng lồ leave the first part visible to lớn players & GMs. That is: this is a TPK in the high tier.

If you play high tier, you are supposed khổng lồ die, full stop. Just vì chưng NOT play high tier. Change your characters, bring in levels 7/8/9, stay low tier. If you vày this, the game immediately switches from "unfair garbage" to lớn "hey that was fun." and now we"ll get into spoilers where I explain why, & I"ll respond khổng lồ some reviewers previous comments.

Here is why the high-tier TPK"d or almost-TPK"d players in the previous reviews. Take your màn chơi 10 or 11 character, the one you wish khổng lồ use in this scenario. Look at the hit points. Now, subtract about trăng tròn or 30 HP. That"s because the TPK fight will damage you a little, at first. OK? Character still fine? Now, subtract 140 points of damage. Is your character still alive & conscious? If so, you can survive the monster"s special ability, which does a flat 140 points of damage if you fail the save. Và the saving throw DC is high. So the odds of failing are real. If you don"t fail, an ally or two (or three!) will. Can you solo the fight against a creature that does 140 points of damage? If not, you"re going to be part of the TPK.

Now, let"s say your character is awesome, và let"s say you meta-game against this issue and you all have protection, because you cheated. You"ll still lose. Why? Because there are NPCs within range of that special ability that cannot survive it, & that means that even if you live, you"ll thất bại all your prestige và essentially "fail" the game.

This is why people are upset with this product.

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However, my games never had this problem. Why? Because we heeded the prior reviews and we all agreed khổng lồ play low tier (both for the game in which I was a player, và the trò chơi in which I was the GM). Low tier has exactly zero problems! The monsters are tough, but not unfair. Và the monsters have no guaranteed way to lớn insta-kill the NPCs you are protecting. Much better!

Now let"s get into some comments from previous reviews:

"this one doesn"t allow you to prepare at all, & you"re thrust in unprepared into a deadly encounter."

"There"s an investigation bit earlier, but it has little khổng lồ no bearing on the outcome whatsoever."So this is where I started to mutter, "huh?" as I read the previous reviews. The investigation, which supposedly does no good, is specifically there khổng lồ give you information so that you can prepare for the deadly encounter.When a reviewer says this:

"Nothing significant comes of the investigations và it doesn"t help your prison encounter at all."

...I have to wonder what in the world they did during their investigation. Listen, previous reviewer, this may bum you out khổng lồ hear this, but I think your GM might have not read the sản phẩm fully. I think you might have been ripped off.The module specifically calls out that PCs can learn of the wards inside the jail, including an evil summoning circle!!! và the PCs can learn that the jail is supposedly haunted. If PCs cannot put together that ghostly/incorporeal monsters are being summoned in and/or controlled by a magic circle, then the fault is not with this product. It borderline bangs you over the head with these hints.

The only issue? The hints are explained in the many paragraphs of text about the jail. So GMs have to actually read the paragraphs và know this, or highlight the text, or vị something so that they know what they can convey lớn the players. Skimming means you"ll miss this and ruin it for your players.

I want to lớn make that more blunt: if you are the GM và you skim this product, you will miss a ton of stuff and ruin it for your players, và that will be your fault. Don"t bởi it.

As another reviewer wrote:

"there’s at least some chance that you can figure out what’s coming, và if you make the right preparations then the fight is significantly easier."

So, vị a real investigation, scope out the jail, learn what you can, & prepare.GMs, this next bit is for you: stop hiding/withholding information. When I first read the product, I saw that the PCs could learn about the magical wards, và I thought "There is no way. Even if they can, they won"t." Think about this. If the jail is reinforced stone WITH LEAD LINING on the inner cells, as described in the product, và if Detect Magic/Evil/Undead is foiled by thick stone and/or lead lining, then what player on Earth would ever think khổng lồ say "I scan with Detect Magic"??? It"s useless. So nobody will ever learn of the wards và magic circle.

But here"s the tip for GMs, which makes it more plausible. First, the lead is lining only the walls of the cells. The magic circle is outside of that. So Detect Magic và other things should be able to pierce the outer "normal" walls and see that evil magic, by one of two ways -- either the walls aren"t thick, or there are tiny barred windows high up (say, 7" up) to allow airflow & sunlight inside. Also the exit door is made of wood which won"t seal air-tight. A Message spell should absolutely wind its way through the door cracks.

You could ask for a Spellcraft (or Knowledge Arcana) check to know that Detect spells might work. No need to keep the players in the dark, if their characters might be very shrewd & might notice details about the construction.

As a GM, you must be prepared for players khổng lồ find ways around the wards of the jail. Và I don"t just mean the lead-lined walls. One PC turned into an earth elemental. Well, the jail has nothing khổng lồ protect against earth-glide. You could say that the lead lining is impassable, or that the reinforced masonry includes so much metal that an elemental cannot get through, but an elemental can punch right through lead, and can also dive down underground và then back up through the floors (note: the reinforced masonry is the walls not the flooring, so some plausible methods of entry may exist for earth-gliding or burrowing creatures). Earth elementals, tiny birds (if you agreed that there are small barred windows lớn allow air và sunlight in), incorporeal creatures, invisibility, & spells lượt thích Gaseous size -- they all allow for entry/exit in various ways, so figure out how to khuyến mãi with it. Và "deal with it" might mean, "the players did something unexpected và invalidated the enemy tactics." That"s OK. Figuring out what happens when the players get creative is very fun.

My players simply came into the jail with the key và a Gray Gardeners mask, acting lượt thích a guard with a prisoner. I was inclined to lớn force this to lớn fail, until the prisoner found a way khổng lồ annoy the guards into throwing him into jail. The PCs had Message running, so they were able to stand outside the jail & get a detailed report of the layout & how freaked out the guards were about this magical/evil summoning zone.

The GM"s job is not khổng lồ bar stuff lượt thích this và force everyone onto a railroad. The GM"s job is khổng lồ use as much of the module text as possible, và stay on the rails when the players stay on rails, but if the PCs vì chưng something unusual that should work, then the GM should make sure that it plausibly does work.

"They were able to lớn escape with the prisoners & the final blade when there was only 1 door và we had the prison surrounded, & a spy network thiết lập in the city. An entire mob gathered at the execution site before we even KNEW about the execution. Ridiculous."

YES, this is true. This is what I was saying. This problem is not with the sản phẩm so much as it is with GMs who are too rigid or who are scared to do anything other than exactly what the product"s author mentions. If a GM is so nervous about this that they force the players actions lớn be invalidated -- even though PFS rules talk about the opposite; the players being able lớn invalidate the module text -- then that GM is not following the spirit of the rules. The rules say "don"t change boss stat blocks," but they bởi NOT say, "players can only choose 1 path và no other ideas will work."Also, to address the quote that I just... Quoted... I would lượt thích to chú ý that in my game, the players put a spy into the jail long before morning. The correct answer lớn this is not, "No," but instead, "Okay, time khổng lồ figure out what happens." They got to see Colson getting moved. They got to see the Final Blade being loaded onto a wagon in the dead of night. The module doesn"t expect this, of course, but it also doesn"t bar this. So now the PCs went on a raid against a wagon moving down the street, và ended up fighting both the final fight và the guards of the jail at the same time. This is allowed in Pathfinder Society. GMs, do not be afraid to giảm giá with your players coming up with cool ideas that circumvent the expected "normal" play through.

"And then we had a finale where the success is based on one die roll."

Just.. FYI... This isn"t in the module. I"m looking at it now và the final fight can be solved a lot of ways. Yes, you can indeed vị a battle of speaking (your Diplomacy to counter the enemy"s speech) and try to disperse the crowd. In some sense, that would be simple skill checks to lớn win. However, you have TEN rounds lớn make this happen,¹ and if it"s not working, you can certainly vị anything else you think up! Fireball every damn citizen that comprises the mob. Murder the evil leader who is working them up. Even try khổng lồ destroy the Final Blade! (Note: there is a post on the GM forums that suggests that the PCs are not supposed to lớn be able lớn destroy this blade. However, previously Final Blades were artifacts that had 200 HP & 20 hardness. While that"s VERY sturdy, it"s not impossible to break.² A GM might consider that as an option too. Conveniently, when a Final Blade"s hit points reach zero, it releases all the souls it has captured, including some that attack. This is a perfect time lớn trigger the banshee jail quái dị fight, if the players managed to lớn bypass that! Or just say it broke và call it good.)¹ = It is possible that a GM would see "you have 10 rounds" and, knowing that Diplomacy takes 10 rounds lớn activate (your character "must speak for at least 1 minute" before getting to roll a Diplomacy check), give the players just ONE check to avert disaster. However, the product does NOT follow that rule. It"s a mini-game in which you can make a Bluff, Diplomacy, or Intimidate kiểm tra as a standard action. You get ten tries lớn talk down the crowds, ten skill kiểm tra rolls, & that"s per person. Or, cast spells, start fighting, attack the guillotine, whatever.

² = Actually, this is pretty difficult to lớn defeat. Your player with the adamantine weapon will cheerfully suggest that the weapon ignores hardness, and go to work destroying the Final Blade. However, adamantine weapons ignore hardness of 19 and lower. The moment an cống phẩm has hardness of trăng tròn or more, the adamantine is outclassed và can no longer ignore the hardness. So the PCs in your trò chơi will need to vì a TON of damage on each hit, to bring this boss of a machine down.

All in all, I think there are a lot of cool outcomes for this adventure. Don"t let a lackluster GM rob you of all the good options you can try here. It really should be a great time, và a wild rescue.

If you wanted proof that later scenarios want lớn kill player characters - this is it. When you have high tier games, you are allowed to prepare - you have to lớn be, & you"ll prepare for certain situations. No one is prepared for every single situation - it"s not possible. But this one doesn"t allow you khổng lồ prepare at all, và you"re thrust in unprepared into a deadly encounter.

While difficulty may be understandable, what isn"t forgivable is the fact that concept và story are thrown out of the window to create a deadly encounter designed khổng lồ kill. There"s an investigation bit earlier, but it has little khổng lồ no bearing on the outcome whatsoever.

I"ve not written a reviews before even on other scenarios that I thought were weak, but this one absolutely outraged me. Not just because of player characters dying but because it was for stupid reasons which have no regard for the story or roleplay. I"ve played most scenarios now (over 260) & this is by far, the worst one in existence.

The investigation at the start which of course, takes time, gives the players nothing much khổng lồ go on at all. If it has no effect on the story, why bother putting a massive section on it? Nothing significant comes of the investigations và it doesn"t help your prison encounter at all. It"s just a waste of time.
WHY, in an ordinary prison, in an ordinary town, are there extraplanar beings controlling a banshee, và are in charge of the prison? Just overpowered, horrific monsters there again to just kill players, nothing to bởi with the actual plot. Having killed the Extraplanars, the Banshee wailed and killed most of the prison guards and the prisoners. That is completely illogical for a prison setup. And how exactly are these beings controlling the banshee? No explanation given.

Chuyên mục: Tin Tức