Pathfinder Society Scenario #8: Slave Pits of Absalom (OGL) PDF (based on
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.
Written by Lou Agresta
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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We did this one without any fighters and it worked out well. We had two bards, a cleric, a sorcerer and a thief. We got into a couple of tumbles -- in the bar, on the docks -- but otherwise talked and sneaked our way through. When it came to the battles, we had a bit of luck with some low rolling enemies and some natural 20s on Bluff checks. I liked the flexibility of the scenario, that we didn't have to fight our way through the entire encounter, and I'm a sucker for the seedier side of the city this one showed.
Sometimes basic is good, but remember not to make it too basic!
I would call this module quite good if a little basic. I played is at Arcanacon in Melbourne Australia and the format of the Convention may have lead it to being cut back somewhat but I was satisfied with everything except for one niggly little facet, which unfortunately translates to a fairly serious problem. By the way I played it with a fresh 1st level Sorcerer.
Spoiler:
At one stage our group got to the slave masters shop in Absalom only to discover the door was locked and the man we were looking for was not inside. We had no one in our party with either stealth or disable device so we resorted to bashing the door down, which of course drew the attention of the guards patrolling the district who ordered us to leave the area.
The problem is this: we tried to talk the guards into letting us into the shop, reasoning that as business associates we had a right to know if our partner was in danger. He could've been dead in there right? But we werent allowed to roll bluff or diplomacy because the mod wasnt written with that sort of response in mind or at least thats what our GM said. We then asked to see their Captain and got a similar response being labeled as 'troublemakers'so we left the area and waited a bit then came back seeking out the Captain directly, our GM relented at this point and allowed us to make the appropriate rolls which we aced thanks to high social skills in our group.
So if our GM hadnt of relented the whole game wouldve frozen as the plot couldnt proceed right? thats a sign of poor GMing and module creation. A solution i offer is to build in not one but several ways to advance the plot, suited for different kinds of characters and to always have a contingency plan just in case everyone fails the rolls.
All that said I would recommend this Mod to my friends or anyone that reads this review. Its a simple but enjoyable adventure.
I just played this module and had a load of fun. It has some fun encounters, but the last three might seem a bit closely linked and rushed, as there is not much time to RP between them. The highlight of the evening was our trip to misery row where we had a lot of fun by having to distract the locals before B and E. it is a good little module worth a play, but not among the best that exists out there.
Our regular group of Pathfinders played the Tier 4-5 version of Slave Pits of Absalom yesterday with a group that barely met the appropriate APL requirements with our full party. The result was a good, but combat heavy module that ranged in difficulty from very easy to downright nasty. I would review this module a little closer to the 3.5 mark than the 4 mark, but the ample roleplay opportunities through diplomacy and interrogation made the module gave it a little flavor beyond its combat challenges.
While lacking some of the stand-out features that have made some modules true 4 and 5 star reviews, this one is worth playing through, particularly if you're working with a group of people trying to find their sea legs in Pathfinder Society Play (pun intended).