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

****( ) (based on 28 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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PZOPSS0006E


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Product Reviews (28)
1 to 5 of 28 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 28 ratings)

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Creepy Fun

****( )

This adventure is full of spooky, creepy atmosphere. It also has an excellent story. Combats are a little wonky and can vary in challenge depending on how they are run and how the party handles them. This mod lacks some details that the GM is going to have to fill in.


Good adventure, tragic story.

****( )

Note: this is only 3 stars to play. I gave it 4 stars from the perspective of a GM in Pathfinder Society. One of the PFS rules is that you must play what is in the module exactly as-is, but if maps or other things are omitted, you have leeway to create that stuff. The missing data is the *only* way a PFS GM has to tailor encounters -- for example if an encounter has no map, the GM has leeway to put down advantageous terrain, or something really difficult to navigate, which can have a material effect on the outcome of encounters. This module happens to be missing a whole lot of stuff, making it one of the modules that is "most modifiable" in PFS-legal ways. I like that, so that's why I gave it 4 stars.

Having said that, my review is actually simply here to respond to a bunch of earlier reviews that complained that the module uses outdated D&D 3.5 edition stat blocks, and needs to be re-done for Pathfinder. I wanted to mention this for those reviewers: you *can* redo the stat blocks for the spider swarm, allip, and ghouls. The PFS rules state that you must run the monsters as-is *unless* the CR for the monster is the same in D&D 3.5 and Pathfinder. If so, you are allowed to drop the D&D 3.5 stat block and use the Pathfinder stat block. Well, guess what? The swarm, allip, and ghouls have CRs in D&D that match the CRs in Pathfinder, so the new stat blocks can be used.

The sorcerer, water bug, bugbear zombie, and ghast each have a CR in D&D that is different from Pathfinder, so they have to remain as-is. But that's good! The bugbear zombie is weaker in Pathfinder, and that fight is already too easy, so keep the harder original! And the water bug is way, way, WAY harder in Pathfinder and would TPK the party if you used the Pathfinder version, so totally keep the older D&D 3.5 stat block.

Overall, this is still a great module to run, as it gives the GM lots of room to maneuver. If you don't like the talky ballroom stuff at the beginning, you can deliver the paltry amount of details that the module provides and be done with it, but if you love that stuff, you can flesh out all the details that are necessary to do it justice. That should be fine according to the PFS season 6 rules. So have fun fleshing it out!


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 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 plotline 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.


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