Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products

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

****( ) (based on 17 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

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.

Product Availability

Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (17)
1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 17 ratings)

Sign in to create or edit a product review.

Fun with a Twist of Mayhem

****( )

I've both played and GM'ed this.

As a first exposure to Jalmeray, this is a little lacking in 'Jalmeray' flavor, as most of it could have happened almost anywhere. But that's ok, it's still fun.

The Good:

*The first encounter requires the PCs to not only lose the fight, but make it look good too! This is harder than it sounds.
*Getting to the monastery isn't difficult, and the PCs will probably have the opportunity to plan their entrance pretty carefully. This can make all the difference.

The Bad:

*The monks combat doesn't hold up well.
*While the PCs have options on how to deal with the BBEG, the general flavor and tactics of the encounter make this a little lackluster.


**( )( )( )

The scenario has a few nice ideas to it - particularly the start, where you specifically have to lose a fight. It's quite hard to convincingly lose a fight without actually suffering losses, and not accidentally wipe out the enemy. This goes against a lot of players' instincts.

After that, it was over way too soon.

You're supposed to fight your way down into the BBEG's basement and then kill him or talk to him. But we asked the front gate guards to get their boss to talk to us, and then diplomacized the boss. Adventure over.

Even if we hadn't done that, it wouldn't have been challenging, the encounters are rather easy with ineffectual opponents.

My main complaint is that this adventure really isn't exotic enough for Jalmeray. It could've happened anywhere.

For a new adventure set in Jalmeray that actually does justice to the exotic locale, see The Segang Expedition.

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.

1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.