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Pathfinder Society Scenario #8: Slave Pits of Absalom (OGL) PDF

Pathfinder Society Scenario #8: Slave Pits of Absalom (OGL) PDF
****( ) (based on 12 reviews)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.

Written by Lou Agresta

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.

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Product Reviews (12)

1 to 10 of 12 << first < prev | 1 | 2 | next > last >>

Average product rating: ****( ) (based on 12 reviews)


***( )( )

Lots of potential, but lackluster combat


I really enjoyed playing this module, I had a character that was right at home and was able to role-play through much of the module.

Combat was a bore. Even our little (four member) party defeated all the combats with nary a scratch.

Short module length limited the back story, description, and enemies so much that it felt two-dimensional.

Overall, I was disappointed because I saw the potential in the module. It seemed like a 5-star module was shoe-horned to fit a 3-star formula.



****( )

A nice little adventure


I just played this module and had a load of fun. It has some fun encounters, but the last three might seem a bit closely linked and rushed, as there is not much time to RP between them. The highlight of the evening was our trip to misery row where we had a lot of fun by having to distract the locals before B and E. it is a good little module worth a play, but not among the best that exists out there.



****( )

Uneven module with good combat backdrop


Our regular group of Pathfinders played the Tier 4-5 version of Slave Pits of Absalom yesterday with a group that barely met the appropriate APL requirements with our full party. The result was a good, but combat heavy module that ranged in difficulty from very easy to downright nasty. I would review this module a little closer to the 3.5 mark than the 4 mark, but the ample roleplay opportunities through diplomacy and interrogation made the module gave it a little flavor beyond its combat challenges.

While lacking some of the stand-out features that have made some modules true 4 and 5 star reviews, this one is worth playing through, particularly if you're working with a group of people trying to find their sea legs in Pathfinder Society Play (pun intended).



***( )( )

Good flavor but too easy


This one was pretty good and is a really good mod for newbies as it gives the flavor of Pathfinder in a very easy setting. For experienced players, it will be a cake walk.



****( )

Not bad at all


There is some potential for roleplay, but there is something missing. How did fredrik abduct the lady?



****( )

Fun story. Almost there.


The story was fun to follow. It is also a fun one to run. The fights were soft in year 0 and now we are under the pathfinder rpg rules they really need updating as even the least combat effective parties will stomp them.
I do find myself practicing PJR gangsigns whenever I think about this mod. PJR 4 ever!
I would love to see a toughened up version of the PJR in a future mod with an axe to grind with the pathfinders.



****( )

This adventure has a bit for every character


I did enjoy this scenario. There is a bit of everything for all types of characters. Of goodness sake though, do not play this adventure with 4 players of the Andoran fraction as it does start to get a little over bearing. :)



****( )

Urban Roaming


The plot is coherent and nice, but the scenario reeks with all kinds of holes. If the player catches you and asks certain questions, you might get locked up with no good answer. GMs should be very well prepared to things they haven't prepared.

Combat encounters are nice, although I find them to be quite forced. It does, however, allow the characters to utilize some non-combat abilities, which is nice.



****( )

A great adventure, lots of fun to run


This adventure was a lot of fun. It showed off Absalom quite a bit, and provides plenty for the PCs to do, both RP and in combat.



*****

In My "Top Three" List


I really enjoy running this one. There’s a little suspension of belief in the beginning, but most players never question how a grit junkie could pull off such a heist. The gameplay is linear a-la The Hydra’s Fang Incident although no one’s complained yet. GMs need to prep for Misery Row, including an improvised map of the encounter because the players inevitably make trouble there. Also practice a Vudrani accent for that encounter, it makes it even more fun. The faction missions are varied, but two are very challenging and entertaining to see accomplished. The combats are exciting and move fast (the stat blocks in the final act need to be fixed though) and can be VERY frightening for ‘impulsive’ parties. Pretty much any scenario where you get to fight on a ship and curse like a sailor can’t go wrong in my book. I put this scenario in my top three--so far… Nice job Lou.


1 to 10 of 12 << first < prev | 1 | 2 | next > last >>

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