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

**½( )( ) (based on 16 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 (16)
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Average product rating:

**½( )( ) (based on 16 ratings)

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Had a Blast (not literally)

****( )

Played this scenario this past week. My party was 2 fighters, a paladin, a rogue, a bard and myself (wizard Blaster). We were a rather diplomatic party we talked (or intimidated) almost everyone in the scenario into doing what we wanted

We had a great time with this by actually ROLEPLAYING!

****( )

Not sure I understand the dislike for this scenario. I played it Tier 1-2 with seven AND a sub-optimal mix of classes (rogue, ninja, wizard/monk, summoner, oracle, and two gunslingers), but all the people playing had a great time. Our GM had run it before, and he did an outstanding job bringing it to life, managing the group, and making up for whatever lacks some might think the scenario has.

Not only did a fine GM redeem this, but so did something else: actual roleplaying and teamwork. Have we forgotten what that's like? Sometimes, I think we have. We played as a team, thought out situations, and pulled off some really cool play with a bunch of low-level characters. We played the whole thing in three hours and everyone went home happy.

In short, I've been playing PFS for more than two years now (my son and I do this as a father/son activity) and this was one of the more memorable scenarios I've played because all the pieces of a good PFS session fell into place.

Maybe with different folks playing and a less adept GM this scenario would be so much dog doo. But it wasn't. Perhaps that's the magic of RPGs in the hands of creative players intent on having a good time.

Torch this Scenario, Please!

*( )( )( )( )

Egad. This scenario was horrid. I don't say that lightly - it really, really doesn't fit within the PFS world. Spoilers below.

The Many Fortunes of Grandmaster Torch:
So, the entire time, you are basically robbing four shopkeepers blind, stealing artifacts from individuals who arguably legitimately purchased them, and to which the Society doesn't seem to have a legitimate claim to in the first place. The encounters close off creative solutions or diplomacy, basically forcing every encounter into a fight. The Society comes off as a bunch of brutes rather than as the organization of experts that it is now portrayed as. Grandmaster Torch is also rather unfortunate in this scenario, acting wholly out of character when compared to his newer status as a faction head.

In the end, I think that one part really summarizes my frustrations with this scenario. If your party decides that looting a store's cashbox is too immoral, then they are given half the gold as a reward. The scenario simply says, "That's the price of honesty."



We do not allow evil characters in PFS. This scenario seems to punish non-evil characters for no apparent reason. I can't recommend this, I won't be running it again, and I hope that this only gets played ironically or as the ONLY remaining scenario for someone who has played EVERYTHING else.

More Plot Holes than Transformers 2

**( )( )( )

This scenario is a romp through Sedeq, where the PCs apparently get to beat up whoever they like... with absolutely no consequences! This scenario is good for players who want to create mayhem, because apparently you can get away with anything in the streets of Sedeq (probably thanks to the PFS legal team and GM Torch).

There are a lot of problems with this scenario:
1) Lack of maps: Maps (even flip maps) are provided for only 2 out of 4 combat encounters.

2) Lack of Challenge: This scenario isn't challenging, even compared to other season 0 scenarios.

3) Lack of Gold: You'll receive a lot less gold than normal at subtiers 3-4 and 6-7, and even less if you're not a thug.

4) Thugs: There's only one way to solve each encounter (guess how?) and no guidelines for alternate solutions.

5) The plot doesn't make sense.:

The biggest thing that didn't make sense in this scenario was the overall premise. Grandmaster Torch sold defective artifacts to customers, so in order to not look bad, he then gets the PCs to rob and kill these customers. I would think that having his customers robbed specifically for the artifact he just sold them would ruin his reputation even more than admitting his mistake and refunding his customers. Especially given that GMT has ties to the PFS, was last seen with the PCs, and the PCs will stand out in Sedeq (and will probably not be wearing disguises). Terrible.

One of the encounters is in a high security market (including an anti-magic field, weapons search, and only one way in and out!), and yet the PCs will be allowed to basically beat up and rob one of the stall owners with no consequences. The PCs shouldn't be allowed to rob a business in the secure market let alone leave it freely afterwards. Isn't that the point of the secure market??? Diplomatic or other social solutions weren't even suggested in the scenario, it's assumed to be a combat encounter.

The only reason to play/read this scenario is because Grandmaster Torch is in it. Having said that, it's a forgettable appearance and will make your players dislike him more. I suppose the other reason for playing this scenario is to emphasize that Pathfinders aren't "good guys" necessarily.


Length: If the GM is prepared (with handouts, maps, etc), you can run this in 2 hours.
Sweet Spot: Subtier 1-2 with brand new level 1 PCs.
Experience: GM at subtier 1-2 with 4 players.
Entertainment: Surprisingly fun, which is probably why it hasn't been retired. (8/10)
Roleplay: OK. Will be better if GM adds fluff about Sedeq. (4/10)
Combat/Challenges: Too easy and alternate solutions aren't considered. One PC can finish the scenario. (1/10)
Maps: The last two encounters don't even have maps. (1/10)
Boons: There's a cool (fluff only) boon in this chronicle, but it's never used in future scenarios that I know of. (6/10)
Uniqueness: There's very little that's unique about the encounters in this scenario (with one exception), but I suppose the overall plot of mugging citizens in the streets of Sedeq (and getting away with it) is unique. (7/10)
Faction Missions: The faction missions are actually pretty good, especially Taldor's. (9/10)

Overall: It had the potential for more with better development. I want to give this scenario 1 star, but the truth is it's actually fun to play despite its faults. (4/10)

Thug Life - Society Style!

**( )( )( )

This was excrutiating to run for a Paladin and Lawful Good Cleric; robbery and murder are not very heroic and lead said types into an atonement spell faster than cookie monster can scarf down macaroons. With a less savory group this would have been a better run, so make sure you know who your audience is prior to running.

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