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Pathfinder Society Scenario #7: Among the Living (OGL) PDF

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

Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.

Written by Joshua J. Frost

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 Discussion (8)

I am running this module in a week. Does anyone have any advice or previously done updates for the monsters in this module? If so, can you post them or tell me where to view them? The module is written in 3.5 rules and the new pathfinder rules do not exactly match up with some of the enemies in the module.

Liberty's Edge

Pathfinder Adventure Path, Roleplaying Game Subscriber
Frank Williams 892 wrote:
I am running this module in a week. Does anyone have any advice or previously done updates for the monsters in this module? If so, can you post them or tell me where to view them? The module is written in 3.5 rules and the new pathfinder rules do not exactly match up with some of the enemies in the module.

I ran it a week or so back without any modification and it worked fine.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

I ran it 2-3 weeks ago and I ran it with minimal changes. All I did was figure out the CMD and CMB on the fly. Very free flowing mod. #49 Among the Dead deals with its fall out.

If you have the time you can really make this really scary. Due to some bad rolls it was almost a TPK, but due to a member of the party getting creative, saved all of the party. (and I didn't have to bend the rules!)

I guess here are more specific questions I had...

they contain minor spoilers so people who have not played this mod should not read them.

Should the ogre zombie use a weapon or slam attack? Obviously the weapon is WAY more dangerous than the slam.


I am trying to create the ogre, bugbear, minotaur, and grey render zombies using the pathfinder rules. Do you feel these monsters transfer to fair, fun, and balanced fights using the pathfinder rules?

Don't convert them. Run them as their 3.5 equivalents calculating CMB/CMD on the fly if needed. You can find the 3.5 stats here.


The ogre zombie would likely use his greatclub.

Shadow Lodge

PFS Character 'inspired' by this scenario and since Josh wrote the scenario, a parting tribute to him.

We played this recently with a 6 person party with two pregen's played by inexperienced players. This slowed down the play quite a bit in the early going. I personally did not like the way this adventure railroaded us in the early going.


Plot Spoiler:

We were told that without proper clothing we could not attend - we would literally be thrown out. Brand new characters like our Pregen's did not have enough money to even buy the lowest attire! Our GM was kind enough to permit rental when one of us thought of that option (although at a steep 1/3 normal purchase price) and he also allowed us to take all of our gear under oversized clothing. A bit unrealistic but not irrational given the railroading.

I personally liked the module despite the railroading. The adventure aspect of it was a bit predictable but it flowed naturally and without too much goofy nonesense.

One thing that bugged me about the railroad was:

Plot Spoiler:

The fact that we could not save anyone except for the specifically called out NPC. Also the lack of money and items on the dead made no sense.

Another area that can be a problem in society play is that at a low tier you can end up in trouble in a module like this:


The DR of Zombie's seems minor but when you have no control over a party and what they bring to the table it can suck. We started with six characters but the pregen character's players had to leave early. The real problem came when we realized that the remaining characters were geared for anything but Zombies. The brawler's primary attacks were unarmed (bludgeoning), the crossbowman (piercing), the cleric (bludgeoning). Luckily the fighter had an Axe (Slashing) and the brawler had a short sword (slashing) and a dagger (slashing). However due to the way the terrain was laid out there was a lot of difficulty bringing concentrated firepower to bear on the problem and the evil clerics healing the zombies and making more was not good given our situation.

On top of the difficulty that some of the encounters could pose for a 4 person group, the terrain at times made for some challenges as well:


The difficult terrain in the subterranian space was a major problem. Not being able to 5' to reposition in combat without an AoO was a huge issue. My fighter with a 23 AC fighting defensively took AoO x4 crit and went down just trying to stay out of flanked position. The tunnel sections limiting movement and bottlenecks caused which allowed for missile weapons to be shot at us didn't help either.

GM Question:
One question - our GM was unable to find the Death Touch ability defined anywhere - does anyone know what it was supposed to do? He winged it and I think it was fine but it would be nice to know.

GM Question - Answer:

I found out what the Death Touch was:

It's a D&D 3.5 Death Domain ability:
Death Domain
Granted Power
You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

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