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Pathfinder Society Scenario #33: Assault on the Kingdom of the Impossible (PFRPG) PDF

****( ) (based on 16 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4-5).

The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.

Written by Craig Shackleton

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 Pathfinder Roleplaying Game.

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Product Reviews (16)
1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 16 ratings)

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Fun little romp in Mini-me India

****( )

This adventure is set in Jalmaray, which is a large island that essentially represents Indian culture in Golarian. Personally I always found it a bit odd that something as large and culturally diverse as India only got Jalmaray as proxy on Golarian, but it does make for an interesting location. It is a shame I don't know of any other adventures that take place here. The encounters in this adventure, while not especially challenging, are varied and interesting, as they can require a variety of approaches including subterfuge, stealth and even negotiation. Though if everyone isn't paying attention to the mission briefing at the beginning, you can fail the adventure.

You are supposed to deliberately lose the first fight. When I played this the party sorcerer hadn't bothered to listen to the mission briefing and went color spray mad in the first encounter, almost causing us to win the fight.
Overall it can be a fun little romp in a culturally rich environment.

Fun adventure with interesting opening twist


This was actually the first PFS scenario I ever GMed, and I've run it 3 more times since then. It's one of my "go to" adventures to keep with me and run on short notice, because it's fun and easy to run.

I love the opening mission briefing and first two "encounters". There's a sense of mystery there, and the fact that the PCs are being ordered to intentionally lose a fight (which ends up being harder than it sounds!) is an interesting twist that I've never seen anywhere else. It's definitely a fun and flavorful beginning to the adventure.

After that, things get a little more routine, though exactly how things go in each encounter is up to the players. While they have to meet each set of NPCs in order, they can talk their way out of certain combats, handle them one at a time, or accidentally combine combat encounters, depending on how careful, talkative, and/or bloodthirsty they are.

Unless the party accidentally combines encounters, the combats in this adventure aren't particularly tough, though not a total cake-walk for an average party. Hard core power gamers will crush these combats, unless the bad guys get a lucky crit. As I hinted at earlier, the first combat might just be the toughest, because the PCs have been ordered to "lose" the fight, against somewhat incompotent opposition!

This is a fun adventure overall. Highly recommended.

PS. I'm truly shocked at the last review before mine calling this "basically just combat from start to end with a brief opportunity for roleplay at the finale". I could understand if that was a player's review from someone whose party treated the adventure that way, but there are opportunities to role play in every single encounter, including the one (and only!) encounter that actually requires a combat solution. The optional encounter is the only one that's mandatory combat with no RP.


***( )( )

GM perspective:
This is a straight forward scenario with no real thought needed from the players. It's basically just combat from start to end with a brief opportunity for roleplay at the finale.
It's a bit easy I think and I despite one unfortunate PC death in the first encounter (critical hit on a poor 1st level bod) the party had no trouble at all in this scenario.
I think that if you have a party fully prepped for combat then this can be done in around about an hour of play. It really needed another encounter with some roleplay elements.

A grreat reverse of the standard protocol

****( )

This adventure does the opposite of almost every adventure ever!

First off as your venture captain tells you. You should lose, yes lose the first fight! But make it look good.

A clever DM can make this advenutre difficult for PCs wanting to fight their way through it. I killed all the PCs pets and then they decided to try another tactics. The scripts and such for the fights are awesome in that they allow a realisitic means to get through other than killing everything. This goes all the way through to the end! I love it.

a resounding "meh"

***( )( )

Nothing special, but it gets points for the possibilities of variety.

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