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Pathfinder Society Scenario #6: Black Waters (OGL) PDF

****( ) (based on 26 ratings)

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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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Product Reviews (26)
1 to 5 of 26 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 26 ratings)

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Delightfully creepy

****( )

Black Waters has some really nice storyline elements. While it's true that the combat hasn't held up well over the years, the story more than makes up for it. While it takes a good GM to bring those features out, if you're committed to playing it up, it's well worth it.

Should be retired

**( )( )( )

I really did not enjoy the scenario. The combat encounters were unbalanced for one - we one-shotted the first monster, spent 45 minutes whittling down the second and decimated the final monster in five minutes. The story's resolution to the story felt hollow as well, but that may have just been the result of the GM's ability to role-play. I thought if the role-play was done right this could have been very creepy and interesting.

The story had lots of potential. A tragic, dark location haunted by dead children? Mysterious circumstances and perhaps necromancy? A groundskeeper who talks to the dead? Sign me up. I just didn't feel like the authors gave it enough time to breathe. I understand it's an old scenario and lots of things were still being worked out - it's just time to put this one out to pasture.

Wow creepy


A good Dm can easily make this a very creepy adventure.

Once the PCs start this adventure they are given a creepy crazy NPC. Then that NPC follows the PCs through this dungeon. This dungeon has a ton of potential to be very creepy. The DM should play this up and have the PCs ont he edge of their seats. This also can be a very deadly encounter.

superb (but quick)


Look, let's be clear: This scenario takes two hours if you stretch it. That's not always a bad thing, but it is something to keep in mind.

That said, those two hours are going to mess with your head. If you don't leave this feeling a little bit dirty, you weren't paying attention. It's an absolute delight to run because even a party that's goofing off and not paying attention finds itself sobered by portions of the flavor text--but it's not depressing, because the combats are so comically easy that you can get some good fun out of them. All told, fantastic. I just wish there was twice as much of it!


****( )

I would like to rate this low because I didn't like playing it. But the fault is not with the writing (which is quite good) but rather with my subjective response to the content. I wasn't expecting this adventure to be so full of dead children. Having played it, I go back to the description and yes I can see how I could have concluded that from the "academy for youth" now being lost in the "drownyards". And yet at the time I was playing I found the scenario more than a little ghoulish. On one hand it's awesome that it's one of the most atmospheric scenarios I have ever played. If I had known ahead of time it was going to be a horror-toned scenario I would have been better able to appreciate it. Or avoid it, depending on my mood.

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