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

***½( ) (based on 20 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 (20)
1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***½( ) (based on 20 ratings)

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Zombie Apacolypse at the Opera

**( )( )( )

While this adventure tries hard to give the feeling of a classic zombie movie the combats just aren't challenging enough to give it the proper flavor. The PCs never really feel as if they might be overwhelmed by the undead hordes. Unfortunately, failing in it's main objective just doesn't leave much of an adventure other than a few role-playing opportunities.


Zombies!

***( )( )

This is quite a good adventure. I like the enclosed environment and the strong zombie movie feel. As a player I found it rather tough but we had a weak mix of classes. Running it as a GM I found that with the right party mix it works just right. My only grumble was the map lay out. There really is no need for awkward shaped rooms.


Split the party!

****( )

This is my pick of the best of the 3 "Among" scenarios in the trilogy.

The difficulty in this scenario is pretty crazy, and I don't believe it's because it's a season 0. Admittedly, my 6-player group played this at 3-4 with a combination of character levels ranging from 1 to 5, so that might be why.

Spoiler:
I'm not sure how it happened, but splitting the party and taking two encounters at once actually benefitted our split party by making the experience more enjoyable. I can't imagine it being much fun if we tried to take them on with 6 people x2. In any case, this made the environment of the opera house much more of an epic.

The basement was a different story, and this makes up for the easy difficulty on the ground level. It's a tough encounter that probably self-corrects its difficulty between a 4 player or 6 player party. It's for this encounter alone I don't recommend level 5 characters teaming up with level 1 and 2 characters in a tier 3-4, especially if playing with a rough-and-tumble GM.

Ultimately this is a pretty good scenario if you don't mind a pure dungeon crawl with a small slice of Taldan flavour. Bring a comedy bard with you.


Not without faults, but still good

****( )

Some good dialogue here and there, but very straightforward. The difficulty can certainly be more challenging than one might expect at times. While the scenario plays out in a linear fashion, there are many hooks to "make your own fun" as others have said.


Lock em in a room and fill it with zombies.

**( )( )( )

I just ran this at the local pathfinder society game as a GM and the entire module took us about three and a half hours. The module as written is really just a series of encounters with a weak story and a massive railroad even more than normal. It gets 2 stars because its bad but its not an escort mission.

Spoiler:

The module starts off with a 1 way ticket to Oppara in Taldor. The storyhook is because the society told you to. After the party arrives shortly after it begins and some roleplaying among players (for some reason they are allowed in the opera house with ALL of their weapons and armor and pets. What the hell... Not at my home table). Then they are locked in the house and in the first act the room is flooded by zombies yet they only get to fight 4 of them with no option to try to save the other theater goers. They are magically locked in a building filled with about 5 encounters with zombies and a 2 evil clerics and that is about the entire adventure. Kill the zombies, find the Mcguffin and the end. Boring, bland with a very weak story.


1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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