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Pathfinder Society Scenario #8: Slave Pits of Absalom (OGL) PDF

****( ) (based on 17 ratings)

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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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Product Reviews (17)
1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 17 ratings)

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Freedom!

***( )( )

This is a mostly uninspired adventure. While it will be enjoyable for anti-slavery type characters, it's story is mediocre and combats are especially run of the mill. There can be some interesting morale conundrum role-playing, but other than that, everything about this adventure screams average.


Short but fun

****( )

This scenario can run in 2 hours, even with half that time being allocated to roleplay.

I am giving this scenario a little bit of a boost with a 4-star review. As a season 0, it still features 3.5e stat blocks so being run in a PFRPG context, I'd say it only merits a 3-star review for the mechanics. If this scenario ever got updated to PF rules, it would be a great, simple run.

There's some great NPCs to play, from a Galtan venture captain to a Vudrani slaver. The infamous slave pits of Absalom are an evocative locale, and the final setup for the end of the scenario is nice. I recommend printing out the map with the slave galley as opposed to just grabbing the standard ship maps, since it makes it feel so much more "slavey", especially when the party descends into the lower levels and sees all the benches for slaves to row at.

At both subtiers, the fights still manage to be somewhat interesting, especially as a party has decent odds to combine two fights into one depending on how they perceive events.

The good news is this scenario doesn't "drag" - it's a very brisk walk through recovering a missing noble. Again, the combat crunch is a bit lackluster and would be excellent with a rule update. I give high praise to Lou for writing this one, and hopefully the PFS staff will give him a chance to dust this off and re-release it some day.


Lots of potential, but ultimately lacklustre.

***( )( )

2.5 stars from me. One day there will be an awesome slavery themed PFS adventure. This, sadly, is not it.

Pro:
-Short and sweet. Good for new players or for shorter slots.
-Great Osirion/Taldor faction missions that add a lot of roleplaying dynamic for the party.

Con:
-Such a slimy location like Misery Row is ultimately wasted, nothing really interesting or flavourful happens there.
-Combats are extremely basic up until where the monsters arrive, in which you're dealing with a creature with six times the health of anything else you've faced up to that point.
-Extreme railroading.


Flexible little scenario

****( )

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.


1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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