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

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

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

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***( )( )


An RPG Resource Review

****( )

In this adventure the party is tasked to travel to Oppara to look for a Pathfinder by the name of Bodriggan Wuthers, a renowned discoverer of artefacts who was working on a dig site beneath the House of the Immortal Son opera house, and is over a month overdue with his report of his findings. As it is difficult to get access to the dig site, it's suggested that they attend a performance of the opera - which requires smart dress and fine manners - and sneak off at an opportune moment.

It starts off well enough, with an opulent setting and a modern opera called Among the Living which premieres that night - perhaps the performers are really that bad, or maybe the party is not well up on what is currently fashionable in operatic circles. Then things begin to get worse...

Copious details about the opera house itself are provided, giving a fine setting for the adventure which is remarkably flexible - of the five acts, as long as the first and last occupy those positions the rest can occur in any order as suits your needs and the party's actions. Despite the opening and setting, this is a combat-heavy adventure without much else to do once the 'fun' starts... and although what is actually going on is detailed clearly for the DM, there are limited opportunities for the characters to find out much beyond 'evil cultists at it again' with a lot of zombies thrown in for good measure. The faction missions provide a modicum of light relief, with faction members given tasks that will seem quite strange to everyone else.

As a convention adventure it works quite well, you may feel that it's a bit limited to incorporate into a campaign unless you want the cult to provide recurring adversaries (at which they'd actually be quite useful) or you want to give your party a spectacular introduction to Taldor nobility. It's growing on me a bit as I think about it, but there's no getting away from there being a lot of combat in this one. And who takes their war belt to the opera?


Not great

**( )( )( )

Ultra linear. Little room for Rp. Unsatisfying final battle. Was not tempted to play follow up quests. Good gm made it enjoyable to an extent. We were a mix of 1s and 2s.


An acquired taste

**( )( )( )

GM'ed, never played.

I incorporated some description from Phantom of the Opera to add a little atmosphere to the opera house. The players seemed to appreciate it.

The Good:

*By the end, the PCs have a very clear idea of how Taldor's ideas of status and culture works.
*Taking PCs out of their comfort zones (adventurers at an opera???) can open the door to interesting RP.
*A mouthy, spoiled NPC allows the PCs a chance to work out some frustration with few consequences (as long as they don't kill him).

The Bad:

*The main map is a sandbox, but a total lack of hints results in an attitude of "we wander around killing things until we happen across where we're supposed to be..."
*Like a lot of Season 0, the combats don't hold up well, but that could be overlooked if they weren't often repetitive as well.

This 1-7 scenario didn't suffer much from level spread, so if you really need to field a table of lvl 1s and lvl 5-7s, this would be a decent choice.

Summary:
I'm glad I ran it, but am not especially interested in the sequels.


A bit simple, but also funny

***( )( )

I recently played and ran this and had fun.

The fights are a bit old-fashioned, with relatively simple monsters with a couple of potentially nasty abilities. They don't stand up well to modern classes like gunslingers.

The plot is a bit thin, in the "those crazy cultists again" category. But the location has a lot of funny potential. This is season 0, where Taldor is always the butt of the jokes. The nobles are foppish and ineffectual. They need the PCs to save them, but can't resist making snooty comments all the while. I had them applaud and boo the PCs in the middle of a huge brawl.

A note about the map: the map is very big. I used the opera flipmat instead, which was a mistake. You need that huge map to justify the encounters not all bumping into each other.


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