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Pathfinder Society


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PaizoCon 2016

Pathfinder Society Scenario #17: Perils of the Pirate Pact (OGL) PDF

***½( ) (based on 23 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 the Black Marquis lost all of the men he could trust on a failed treasure hunt, he did the only thing he could: turned to the Pathfinder Society for help. Offering an ancient lost text in return for assistance, the Black Marquis of Deadbridge sends you deep into the spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates and recover an ancient treasure for the Society. You'll face brigands, pirates, spiders and more—but will you survive the perils of the Pirate Pact?

Written by Matthieu Dayon

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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PZOPSS0017E


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Product Reviews (23)
1 to 5 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

***½( ) (based on 23 ratings)

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Decent pirate romp.

***( )( )

(I've both played and GMed this in the 1-2 tier.)

This scenario is decent. I just don't have any more words for it. Either I've read it wrong or there are some plotholes in the story, and combat isn't that amazing, either. There are some fun NPCs to interact with if your GM is willing to ham it up (mine was, fortunately), but other than that, this is definitely a "make your own fun" scenario.

My main issue is mostly due to how combats were designed back then. This is spoiler territory.

Combats:
Six pirates with an 11/11/11/10/10/10 stat spread with 5 HP each isn't an encounter; it's a cakewalk. Their to-hit is miserable, their AC is terrible, and their damage output is abysmal. The only thing they've got going for them is the sweet crit range on their weapons, and even that isn't dangerous enough to make the players worry for their life.
On the other hand, the Ettercaps were actually a decent fight. My players managed to avoid the trap in the shrine, so by RAW, there should still be a second Ettercap. That was actually a good fight, and pretty much the only decent fight of this scenario, even for a party of four fresh level ones and one level 2 character.

In the end, we all had a good time and the scenario didn't have any major flaws or complications, so I'd still say it was worth it to play through it. Though I've certainly played better, even among season 0 and 1.


Straightforward but fun

****( )

What could I say? This adventure is about pirates in sort of pirate country! It is fun to play but it is pretty predictable and rail road. Encounters are pretty easy but some could be dangerous for new low level players. All in all solid 4


An RPG Resource Review

****( )

In this adventure, the party gets involved in the internal squabbles of a band called the Pirate Pact, a crew of ruffians who hang out beside the Sellen River, north of Daggermark, and generally help to make the River Kingdoms an unpleasant and dangerous place to live. The introduction presents a convoluted picture, which the DM would do well to get his head around before running it.

The adventure proper begins with the party on a ship sailing up the Sellen River having been sent by Daggerford's venture-captain to meet with the leader of the Pirate Pact, the Black Marquis, one Urdul Bazzak. He'd offered the Pathfinders a rare book - and you know what Pathfinders are like when books are dangled under their noses - in return for their help... and the party are the help that has been sent. The assumption is that the party was despatched all the way from Absalom, you may wish to play out that journey if you have time or there may be other reasons why they're in Daggermark anyway.

Dark treachery, river battles and monsters galore stand in the party's path as they seek to do the Black Marquis' bidding and gain their prize... It's an atmospheric and enjoyable adventure that will suit the more robust explorer-types. Faction missions are quite challenging but capable of being achieved, some have it easier than others. A good addition to the series.


Lots of Fun

****( )

Disclaimer: I've GM'd this multiple times, but never played it.

It starts off a little slow, but after the into encounter things pick up nicely. A little railroady, but not too bad, and the PCs can jump rails without completely destroying the plot. No matter how often I run this, the players find something to do that I've never seen before.

The Good:

*Ettercaps. Ettercaps don't get nearly enough love.
*The idea of a group of organized crime pirates is fun.
*The maps are well-done, simple, and easy to follow.

The Bad:

*This being a 1-7 scenario, balancing the table can be tricky. This shouldn't be a high-death scenario, but a level 1-2 PC could be in trouble if the bulk of the table is higher level. The extreme level spread keeps this from being a 5 star.


Outdated in some aspects, but more than just enjoyable.

*****

When I was searching for a scenario to GM, I stumbled across this one and thought that since it featured pirates, it would be a good pick. I was wrong: it was an excellent pick and easily surpassed my initial expectations.

Sure, the encounters are a bit outdated and can be a cakewalk for the players – unless you tweak things – and that might be a bit disappointing. Yet those easy fights do not negate the fact that the whole adventure oozes atmosphere and offers enough opportunities to roleplay. I'd even go as far as saying that there are more opportunities than first meet the eye. Players can easily have a fun time interacting with eachother and with the pirate crew, especially if you have some good-inclined partymembers facing you as they'll likely disagree with the pirate way of life.

As for a GM, I'd have to say it's pretty challenging to make a character appear as a standard, slightly evil NPC without giving away the whole plot. It's a bit difficult, but it can be done. If you can be creative with whatever takes place on the ship, you are bound to have a great time, as will your players. In the end my players really grew attached to two of the minor NPC's. The story wrote itself and it made the session fun for everyone around the table.

Yes, the encounters are a bit too easy and can hardly be called challenging, but the atmosphere and setting more than make up for it. I might be biased, but if I were to rate this scenario on how much fun I had, as well as on the reaction of my players, I have no other choice: this scenario was a magnificent success. Five stars might seem much, but based on my session, it's the only rating that does it justice.


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