Pathfinder Society Scenario #12: Stay of Execution (OGL) PDF (Retired) (based on
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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, 6–7).
When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?
Written by Alison McKenzie
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 November 15, 2010. After November 15, 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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Roleplaying with the prisoner to be rescued is the high point of this scenario. Other than that there's a prison that doesn't make a lot of sense and some pointless running back and forth.
Despite attempting to give the illusion of choice the adventure feels very railroady and just not fun.
Ran it, and was not impressed. The author obviously is used to players who show no creativity or initiative and it's written with that in mind. There are no alternatives to 'what if the party does x.'
Encounters were weak and as a DM I had to do a lot of improv if they left the southwest tower.
Paizo has a lot of Pathfinder Society Scenerios that are actually good or even great. This is not one of them.
This adventure is lacking on so many levels.
It's supposed to be a prison break, but getting in is so easy that everybody should have escaped a long time ago.
The way to get into the dungeon made me chuckle for a split-second. That's it.
The faction missions are boring, the prison break is utterly unconvincing as presented and any DM who wants to run this scenario as intended, has to specifically tell his players NOT to do anything creative and just roll with the choo-choo-train. The map is a nice frame for a homebrew prisonbreak. That's about the only positive thing I have to say about this adventure.
We finished this in 2 hours. I ran this another time and completely rewrote the plot leaving only the combats untouched. This piece is so unfinished I won't even finish my own revi
I've run this multiple times. Every time people have had a lot of fun with it, and its worked pretty well. That having been said, it takes a little "herding" on the GMs part to keep this from being an open ended nightmare, since there is a lot of potential for going off and a time sinking tangent that the GM will have to rule completely on the fly.
Still, given that it didn't take too much prodding to keep the groups I ran on track, I would say that means the adventure is compelling enough to keep people wanting to do what they are suppose to do and have fun doing it.