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Pathfinder Society Scenario #35: Voice in the Void (PFRPG) PDF

Pathfinder Society Scenario #35: Voice in the Void (PFRPG) PDF
***** (based on 10 reviews)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.

Voice in the Void is a follow-up scenario to Pathfinder Society Scenario #5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum.

Written by Rob McCreary

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 Pathfinder Roleplaying Game.

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Product Reviews (10)

Average product rating: ***** (based on 10 reviews)


*****

Excellent!


This module truly deserves its high ratings. It oozes (or sporalates?) awesomeness.

Spoiler:

I ran it with a party of 4 Tier 1's - the BBEG at the end color sprayed the fighter and oracle, the barbarian was down to 2 HP and weaponless, and the first-time-ever-playing-DnD ranger was down to 1 HP. The BBEG had just enlarged self and was about to coup-de-grace the party (TPK?!), when the ranger crit'd her with a longbow, maxed out the triple damage, and killed the BBEG outright. The party cheered and the first-time-ever-playing-DnD player (wife roped into playing) was the hero of the day. Good times.



*****

One of my Absolute Favorites


Mere words cannot describe how much flavor drips from the walls of the Blakros Museum in this module. You need to experience the horrors of the Blakros Museum basement yourself to understand why this is one of the best PFS modules I've played to date.

Spoiler:
If you like Lovecraft in your adventure go out and buy this module now. Really, stop reading, go buy it.

This module is a worthy successor to another fantastic module, The Mists of Mwangi, and surpasses even it in terms of flavor and immersion. Trouble is again afoot, and this time the Pathfinders will find themselves fighting against horrors they have never experienced. The fights themselves are memorable, difficult, but not so far off the difficulty scale that they are impossible. In the hands of a deft GM this module will turn into an even more flavorful mix of old-God horror and a real sense of other-worldliness. I've had people ask in the past about good "Halloween" modules, and this, along with Black Waters easily claim that crown.



****( )

The title sounds mysterious and creepy, but the scenario doesn't deliver


I thought this scenario was fairly standard fare (combat orientated) until the last encounter which was kind of cool (this scenario probably deserves 3.5 stars). This scenario was played at tier 1-2, maybe it's better at higher subtiers.

The backstory was interesting but difficult for the DM to convey. There was a horror theme for the last encounter only, standard romp besides that.

This is a medium length scenario (3 hours for us and we were cautious). I'm not sure why some other reviewers went overtime, there was only 1 encounter that might cause this.



*****

Dark and creepy!


Nothing good ever happens at the Blackros Museum! This return to the museum is a totally different kind of creepy than Mists and opens some huge cosmic doors! At sub-tier 3-4 it can be a little brutal, but the Cerebric Fungus is a very cool encounter in the right hands! Very satisfying module!



*****

Simply, the best combination of athmosphere and challege I've ever played in PFS.



****( )

Well Written and Easy to Prep


This scenario written reasonably well and flows very nicely. It's very simple and straight forward to run, even if a few of the encounters seem a bit contrived or out of place. A solid follow-up to one of Pathfinder Society's best scenarios.



*****

Totally Brutal


I ran this scenario tonight for a group of 4 seasoned players and it could have easily been a TPK. Not to say we didn't have fun, but it is very unforgiving of a party that does not work together. There is a very Lovecraftian vibe going on in this module that gets stronger as the PCs advance towards the climatic ending. A great horror-themed scenario that stands as one of the best tier 1-2 adventures.



*****

Loved the battle!


The battle at the end was great during our session. I like the fact that you have to think a little bit more and not just kill kill! While hack and slash is fun, it's nice to have to think a little bit! :o)



*****

Great as a starter adventure for new players


I was a GM yesterday at a CON and on a table of 6 level 1 characters I had 5 pregens who all enjoyed the game a lot. I regard it as very nicely balanced - I got two characters down (not dead) and ripped through one summoned monster (would have been the death of a character otherwise) and one character would need more as healing now. All of this while we didn't even face the big bad at the end due to time issues.
Each monster or challenge played it's part. The group tried each time to solve it the hard/wrong way first until learning eventually how to be more clever.
This is really a great adventure I can recommend for some new starters. There are only two issues I can see with the adventure:

This is a great adventure which lives from the heureka moment when you figure out how to face a challenge. As such it is completely ruined if played a second time. Knowing how you could achieve the main goal with two first level characters on tier 1-2.
Time - we did run out of time ahead of the last two encounters. Part of this was that a group of 6 struggled to work out how to defeat some challenges. Coupled with 5 different factions (I handed random ones out to the pregens) this meant we also spend time going back and explore the last bit possible. A more organized or clever group shouldn't have a problem - but it's difficult to speed up for a group that takes time to learn without disclosing anything.



*****

Excellent adventure with tons to entertaining opportunities...


While the adventure might seem a bit railroady for some people's tastes, I was happy to see a PFS scenario dungeon that provided choices on direction but still contained the plot within the boundaries of the cellar.

The influences from Lovecraft and specific sci-fi stories were a fantastic addition. I particularly like the info provided about the solar system and the brief mentions of the planet Aucturn. Good stuff. For players who may not be familiar with Golarion it gave me a reason to discuss those topics, pepper it with info from other sources, and expand their view of the game universe. But just enough info was provided so that a GM with no experience in these areas would be able to run the adventure as well.

There are places for some good roleplaying. For instance, I decided to more fully flesh out the encounter in the archive and turned it into a wholly roleplaying experience. There are many more and it helps solidify this scenario as one of the best I have ever had the honor of organizing.


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