Pathfinder Society Scenario #55: The Infernal Vault (PFRPG) PDF (based on
7
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.
Written by Thurston Hillman
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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As other reviews have stated, this is an incredibly linear and straightforward module. However, it is executed well, so that the party generally understands what is expected of them. There are a few fun puzzle-y encounters to balance out the combats, and there is actually a path through that doesn't involve destroying everything in your path.
The challenge was certainly present, although we had a 6-person table at the 3-4 tier. The two level 6 characters at the table dominated as would be expected, but I got a few hits in on them that got them properly worried at times. Players who already know about certain creatures hinted at in the mod title will be tempted to metagame even if they fail their knowledge checks, so be forewarned.
Overall it is brisk, it is fun, and it is well-executed. Would recommend.
This was the first PFS scenario I played and also the first I ran. It's basically a dungeon crawl with a series of encounters set in a line so it's perfect for those who are starting PFS as either a GM or a player.
The scenario does a great job of providing interesting encounters that are fought in close quarters with little room to move. This presents a decent challenge to players beyond the normal hack and slash. Plus there are several moments where roleplaying can come to the fore.
All in all this is an adventure with memorable encounters without proving to be too much of a headache to run.
Having only played a few scenario's this one in particular stood out as above average. For one at no time are you in a tavern, which tends to be a fairly regular trope in many scenarios. The adventure gets right to goods, and has a fun straight-forward dungeon crawl. At no point was it dull or easy, it was an entertaining struggle throughout.
The Infernal Vault is an extremely linear, but well-rounded module that makes for some good fun for a group of new players. The fights mix up a good challenge with some opportunities for those who like to role-play through their encounters, and the theme is engaging. I'm a sucker for Absalom-set missions though.
I think perhaps the biggest negative of the whole module is while nearly every PFS scenario is brutally straightforward, this module makes it exceedingly obvious that there is exactly one way through the encounters. A solid module nonetheless and one that will see rotation at our Pathfinder Society tables.
Length: Medium.
Sweet Spot: All subtiers are ok, but subtier 3-4 has the best opponents for one encounter. Subtiers 1-2 and 3-4 seem the most realistic.
Experience: Player at tier 3-4 (Six level 2s played up, which was a mistake).
Entertainment: Good times, all classes had something to do. (8/10)
Roleplay: Light to medium roleplay, depends on the group. (8/10)
Combat/Challenges: Challenges were entertaining with a variety of solutions. (8/10)
Uniqueness: For being simple, it was fairly unique. (8/10)
Faction Missions: Average from what I could tell. (7/10)
Overall: I had a good time, even though one of us died. (8/10)
Would you recommend: Yes
We 'played up' and one of our PCs was one shot killed, but I supposed that is to be expected when playing up.
I found this to be a good introductory adventure, with a diverse set of encounters and layouts, with tactical issues to consider (especially for a group of 7 as I had).
The story has a broad range of responses possible, based on the group you have (from pure hack n' slash to lots of roleplaying), encouraged by the missions.
None of the missions were contradictory to each other, but at least one could be difficult for the group to swallow should they notice - I like that.
See Product Discussion notes for two slight #'s issues.
So the story in this scenario is interesting, however the mechanics of it are troublesome. So most faction missions require the players to convince foes to talk to some representative or change their evil ways, which is fine with me. This presents many opportunities for actual role-playing. The downside is that players usually kill enemies or at least attack them first which then makes diplomatic solutions nigh impossible. Another downside is that these faction missions are supposed to be conducted on the sly but there aren't any opportunities for players to corner an enemy away from the group to conduct these negotiations.
As I said in the beginning, the story is great but the mechanics need a small amount of tweaking. Additionally, the tongue-clucking grammarian in me needs to point out that this scenario is riddled with misspellings and improper grammar which could lead to confusion.