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

****( ) (based on 21 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 (21)
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Average product rating:

****( ) (based on 21 ratings)

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Has one very fun idea, is pretty bland otherwise.

****( )

(I GMed this twice.)

I can be short about this: it has a few very fun ideas, but they're never really fleshed out. It's typical Season 0/1 fare: there's a fun idea, but there wasn't enough attention to really make it come to life. Jalmeray is a cool location but isn't utilised, the intrigue with the Thakur could've been improved, and so on. The scenario hints and teases at it, but that's all it does. Latter seasons really pack that extra oomph that really make you invested in the scenario, this one just throws you in the deep end without any guidance.

Combats feel a little lacklustre. The enemies never really posed a threat and with this setting, you could really have made use of some more exotic creatures, even in season 1. What's worse on the GM's side is that the scenario keeps referring back to the same stat block (and one fight even has enemies 4 pages apart), leading to a lot of flipping back and forth unless you make a separate printout. But that's behind-the-scenes stuff that doesn't really impact the experience for the players.

If you're inclined, you can roleplay a whole lot here, instead of fighting. As a result, a lot of fights can be talked away, and the scenario cut short as a result. Be sure to keep that in mind.

In the end, I have trouble coming up with a ranking. It's missing a whole lot to make it a classic, but what it does it does competently. I wasn't too blown away by it, but my most recent players seem pretty charmed by it. I'll lean towards 4 stars, but it could just as easily have been 3.

A bit bland, but still a decent scenario

***( )( )

This scenario felt relatively painful for a 1-5 scenario compared to the latest seasons. It felt as if the opponents were able to put up more of a fight, though that could have also been some luck on the GM's side. The various statues were a nice and flavorful touch, as was the fact you had to lose a fight, but I do have to admit I missed some 'typical' Jalmeray flavor. As it stands now, I can't really say I was blown away by this adventure.

The story itself is pretty straight forward, but has some nice titbits. The way the language plays a vital point in this scenario, as well some of the other role-playing parts can really mess with a player's mind and a bunch of depth to the scenario. Even better was the fact that the BBEG does not necessarily has to be evil and can be dealt with through other means. It's not as black as white as other scenarios tend to be when it comes to that aspect, though the variety in encounters was a bit lacklustre to say the least.

All in all, I'd say it's a fun scenario and certainly not a bad one. It just lacks that extra bit of uniqueness to make it really stand out from the rest and to make it memorable.

***( )( )

An RPG Resource Review


Consignments of artefacts and magical items belonging to the Pathfinder Society have been going missing in transit in the Isle of Jalmeray, something calculated to annoy the Pathfinders (even before the local venture-captain was murdered)... The backstory for the GM explains all, and a party of Pathfinders is now needed to deal with the situation.

The adventure opens with the party being given their task: to travel across the island with a fake legendary item - the sceptre of the arclords - with the intention of having it stolen by one Zamir, the bandit lord (and, it is thought, agent of the Aspis Consortium) believed responsible for the thefts. The sceptre has been attuned to a special Wayfinder, which will point towards it wherever it goes, and the party are to follow to Zamir's lair and put a stop to his antics either by recruiting him or in a more terminal manner. Zamir has been getting information from a spy within the Pathfinders. This individual has been identified but left unmolested for now, and he has been given information about the proposed shipment. How does it feel to be bait?"

So begins a tightly-plotted adventure with some interesting aspects - for a start, the party is supposed to let the sceptre be stolen so they have to LOSE the fight with the bandits... not an easy thing to do, it's hard to manage without giving the game away, and who likes losing a fight anyway? The eventualities of their not managing to lose the fight or not have the sceptre stolen are covered reasonably well with other options of finding out where Zahir's lair might be provided. - it's nice to see a scenario author remembering that most plots don't survive contact with the players. Zamir's base and the operation he's running there are well-described and there are various ways in which the party can infiltrate the place and meet him. It is interesting to have a potential diplomatic solution as opposed to a final brawl, options are open.

Possibly the most disappointing thing about this adventure is that the exotic nature of Jalmeray doesn't really feature - it's up to the GM to add their own flavour to proceedings to achieve the right feel for the place. Other than that, it's a well-crafted and slightly unusual adventure that can be fun for players and GM alike.

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.

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