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PaizoCon 2016

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

****( ) (based on 19 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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PZOPSS0033E


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Product Reviews (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 19 ratings)

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***( )( )


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.


Disappointing

**( )( )( )

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.

Spoiler:
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.

Spoiler:
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.


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