Pathfinder Society Scenario #6: Black Waters (OGL) PDF (based on
18
ratings)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?
Written by Tim and Eileen Connors
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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Ran this as at a weekly PFS event.
The scenario was straightforward and direct, but provided the PCs with some opportunities to overcome challenges in a variety of ways. The adventure had a particularly creepy feel to it, and offered the chance for the GM to be flexible and improvise.
The encounters should be updated to Pathfinder from the original 3.5 OGL provide enough challenge for parties comprised of experienced players.
3 ghouls are a bit much for 1st level characters. The fact we survived was because the GM was kind and did not coup de grace the hell out of us. Yeah, our dice rolls sucked too.
3 Ghouls (CR 1 Each CR 3 total exceed the Average Party CR Level)
1 Ghast CR 2 ok it rates as challenging.
Most of the NPCs are useless. And their back stories loose. The Ball invite I wanted to refuse just because I was in adventuring gear and couldn't arrived "in my finest." By the end, I wanted to throw the psycho grounds keeper at the ghast for just standing there.
I have both played and run this one several times. The theme and flavor are nice but the actual play is somewhat lacking. It's got the classic 3 ghouls/3 ghouls and a ghast encounter that it feel like most of the season 0 1-5 adventures have. Additionally there's not enough guidelines for how to run the crazy inn keeper or the fancy ball at the beginning.
Also the plot never really seems to quite come together right.