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Pathfinder Society Scenario #14: The Many Fortunes of Grandmaster Torch (OGL) PDF

**½( )( ) (based on 24 ratings)

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

When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?

Written by Jonathan H. Keith

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 (24)
1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

**½( )( ) (based on 24 ratings)

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An RPG Resource Review


Osirian is a bureaucratic nightmare, not least to your average adventurer: consider a place where every 'treasure' you find must be not just reported but handed over to the authorities, who may or may not return it - and even if you get it back, there's probably a fee to be paid! Whilst this system is a blight on Pathfinder Society activities too, other people have learned to manipulate the system to their own advantage. This is the tale of one such manipulation and how things can go awry!

The adventure begins with the party having been dispatched to the Spice Markets of Sedeq in Qadira to aid Venture-Captain Yasmin Kal'al in obtaining four exotic Osirian artefacts. She has a lead to someone who's smuggled them out of Osirian and although he has already sold them on, if the party can find out who they were sold to, the Society can put in its own offer. Time is, of course, of the essence...

The party's first stop is at a Sedeq bathhouse, which the smuggler is known to frequent. This leads to an interesting - and potentially informative - conversation with none other than Grandmaster Torch! From here on in, their quest will lead them all over Sedeq... a madcap and highly entertaining rush around town with plenty of interaction and the opportunity for the odd brawl. This is an adventure in which the ready tongue is of more use than the ready blade, however those who prefer to fight their way to their goals will find people ready and willing to oblige them.

It's a lively and charming adventure, and the Faction missions fit in well with both plot and setting. This is one you can really have fun with!

So... this is where Pathfinders got their reputation as "murderhobos"...

*( )( )( )( )

Just played it and didn't have a good time. While It was interesting to see GMT (I'm a big fan!), the whole thing was quite unsatisfying.

- Encounters that start right away without being able to RP it out properly (it didn't seem possible to find a "creative" way out of them...)
- Encounters that can potentially take a while (it took us 6 hours to complete the whole thing, thanks to our many pointless efforts at roleplaying, and thanks to one long "chasing an invisible NPC around" encounter...)
- And jeez, being actually penalized for not murdering/stealing everything in sight (still can't believe it!)

I could put 0 star if I could, but it probably deserve 1 anyway because of the nice "sandbox" feeling you get (it's only a feeling, trust me!), as well as some interesting fights (even if the encounters are lame, the fights are cool and full of possibilities for flavour!)

Fortunate to have played this

****( )

Context: Played and GM’d sub-tier 1-2

Ah, the much maligned Many Fortunes of Grandmaster Torch. It’s such a fun scenario … here’s why!

The Qadiran slave-city that provides the backdrop is different and exotic. A good GM can make it their own.

The adventure is comprised of four parts that can be completed in any order. When GMing this, I found I could leave the players to engage within and between each part much more easily than when trying to guide them from one Act to the next in a regular scenario.

The antagonist in each part is wonderfully described and named. The mini-settings are varied and the tasks to perform are potentially a blast! A special call-out to a chase scene that didn’t use the chase rules. Fantastic! Yes, there is murder and mayhem involved – just like pretty much every other PFS scenario.

On paper the combats look pretty easy. However, the first level group I played with were challenged by the monster encounter and the group I ran for was definitely out of their comfort zone in the secure market.

There are some problems though. The scene leading to the main antagonist is too railroady. I added a ‘bogus’ chase using a published map to give it some dimension. The players lapped it up. There is no map for the factory. However, I found the Warehouse flipmat perfect for this. The ‘reward for honesty’ is lame and fortunately I have not seen anything similar in PFS since.

As a GM, it was satisfying that my group had so much fun with a scenario that has the reputation of GM Torch himself.

Murder Hobos only need apply

*( )( )( )( )

I hate this adventure with a passion. The author seems to go out of his way to promote murder hobo style of play, going so far as to decrease rewards for players who play their characters as good aligned. The adventure is a series of mini-quests that all have a lot of potential, but that potential is not fulfilled. The secured market could have been a lot of fun but turned out to be poorly executed and that is how most of the adventure goes. There are also a lot of details missing the GM has to fill in. The author doesn't seem to even consider the possibility of negotiation for much of the adventure even though logically this should be an option. This is probably the most un-heroic adventure I have ever GMed. I supposed if you had a group of players that liked playing common thugs this might be an okay adventure, but other than that, skip this one.

needs updating

***( )( )

This is a fun set up chasing around town after malfunctioning magic items. But the writing is pretty poor. There's no allowances for non combat solutions, even in several encounters where fighting sounds like it should be a terrible idea. But somehow you can get away with murdering a bunch of people in broad daylight in the middle of what you are told is the most secure market in the world and just walk away without any consequences.
The fights in this, like many of the scenarios written under 3.5 rules are badly in need of updating. The centipedes in particular do not translate to an appropriate cr challenge.

1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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