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Pathfinder Society Scenario #10: Blood at Dralkard Manor (OGL) PDF (Retired)

***½( ) (based on 5 ratings)

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

Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?

Written by Shane Cottom, Steven T. Helt, and 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.

This scenario was retired from Pathfinder Society Organized Play on March 29, 2010. After March 29, 2010, it will no longer be legal for Pathfinder Society Organized Play and will no longer be available in the Pathfinder Society Organized Play reporting system.

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Product Reviews (5)

Average product rating:

***½( ) (based on 5 ratings)

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An RPG Resource Review

****( )

After a chilling tale of a backstory for the DM's eyes only about the fall of a wealthy familiy whose entertainments were the stuff of legend, the adventure begins with the party being summoned by Venture-Captain Juberto Savarre, who intends to retire to their now-deserted estate. However, locals claim the place is haunted with shrieking spirits and things seem to be getting worse, with livestock and even the off vagrant going missing, so he'd like them to check it out before he heads there with his slippers to settle down to enjoy his twilight years.

The manor is quite remote and - if you're running it as a convention adventure or one-shot - is 'handwaved' with the first scene being the party's arrival at the house. If you are using it as part of a campaign you might want to play out the trip across the northern reaches of the Inner Sea, and an overland journey from Augustana. The exterior is unpromising, long-uninhabited the garden is a mess and the upper floor has mostly been destroyed in a fire.

The party will have to gain entry and search the place, dealing with whatever they might find there. There's a floor plan and quite detailed descriptions to aid you in running the adventure, with plenty of clues for the party to find as they try to figure out what is actually going on... including several notes for them to discover. For best effect, print these out.

It's quite a nice sandbox of an adventure: here is a supposedly-haunted house, now get on and investigate it however you please. Various events and responses to party actions are detailed well, and the Faction missions fit in well... and as usual, require Faction members to retrieve various items or information preferably without letting other party members know what they are up to! It has the potential to be quite dangerous, particularly for a 1st-level party, so care should be taken to give them a chance of success. Everything hangs together pretty well and there are reasons for what happens during the adventure, with creatures and NPCs who have their own plans and are getting on with things - a nice touch of realism, they are not just there to give the party a fight (although, of course, they will!). Quite a nice adventure!

Experience players advised

****( )

I enjoyed running this one, (I had the benefit of all those who had run/played it before me).

Yes. this is one tough session, it can be a bit long, but your players will respect you afterwards. Experienced players will help gameplay in some aspects, But there is a good hook to be there (I would have thought a little background on the village closest to the Manor might have been a good idea as well) and really if you are careful you may not kill off a party of newcomers to the game, again knowing your pc's and the enemies they are to fight can really help here.

The Manor gives you enough room to be clever and be appropriately devilish. There are any number of ways the PC's can go about their tasks so it suits any sort of build or group. As a GM really do your preparation for this one; know the skills of your NPC's and make sure you have the map sorted out.

Overall a really good challenge for experienced players coming into PFS from 3.5 - go easy on the new guys.

Deadly Sandbox and only for Pros

****( )

This adventure is not for novices. It's not for Level 1 PCs, who will most definitely get killed.
It's not for novice DMs who can't evoke a creepy atmosphere.
It's not for novice players, who will get slaughtered.
It's long for a scenario.

BUT: It's as close to a mini-sandbox as a scenario can possibly get and, if treated right, one can have a total blast, including the opportunity for the PCs to create an ambush.
The flavor is also interesting.

I liked this one.

Corpses at Dralkard Manor

**( )( )( )

The Scooby-Doo of Pathfinder Society, it all flows smoothly until you get to roll the dice and fight. This scenario has some of the worst editing done in the history of, well, organized gaming. Remember, this has no Tier 1-2. It's just typoed, I think they meant it to be 3-4.

Whilst the combats are horrendous, the rest of the scenario is alright, although there's very little of it. Suffering from the same problem Mists of Mwangi does, the adventure location isn't very inspiring. Some old manor in the middle of nowhere, whoo.

What *really* would happen to Scooby-Doo?

***( )( )

This scenario illustrates what actually happens to meddling teenagers on the world of Golarion. An alternate title could be “Curiosity Kills More Than Cats”. This scenario would have been better served by a higher page count limit and more maps. GMs need to be well-prepared to run this scenario and have players make rolls in advance to prevent the inevitable meta-gaming. It also gives away the plot too quickly for my liking, especially when players are already expecting it walking in the door. The mystery unravels precipitously, but it’s only to make room for some good ole fashioned hack-n-slash. This is not a nice adventure for 1st level PCs. Stick with Silent Tide or Frozen Fingers if you have a table of shiny new Pathfinders. The encounters strike fast and are highly lethal. Also some faction orders place PCs in conflict, so GMs should consider the maturity of the players & adjust the orders appropriately. Besides my griping, my players had a good time and will never forget Dralkard Manor.

Please keep in mind that I'm a critic, not a cheerleader and three stars should not deter anyone from playing this scenario. Everyone enjoyed themselves, but as a GM I would like more pages and maps. Gift Certificates
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