Pathfinder Society Scenario #35: Voice in the Void (PFRPG) PDF (based on
12
ratings)
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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.
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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Experience: Subtier 1-2 player, read through after
Primarily- This scenario can be a mediocre scenario, or a fantastic one. The difference is how much effort the GM puts into building the atmosphere here. Seriously, if you're GMing this, put in the extra effort to really bring out that otherworldly chill with this.
That aside, a cool scenario. I liked the new monster, and I liked the environment. The BBEG was a very fun and challenging experience, and has some interesting alternatives to beat it. The one thing that really bugs me about the BBEG in Subtier 1-2:
Spoiler:
A wand of Color Spray, really? A wand?! As a GM, I hate NPCs with the spell, and being able to cast it 49 more times just makes it even worse. Did the writer want the players to be able play this scenario or just lay on the ground for 2d4+1d4 rounds?
Voice in the Void is a scenario that touches many pathfinders very close with the creepy atmosphere and haunting, horrifying madness. This is a scenario for everyone but it truly shines when you are willing to play a little dark, slow music, and when you are willing to put the extra effort in getting involved instead of reading everything in a monotone voice.
I will start with the group at the gaming store I GMed for absolutely loved it, their response was overwhelmingly involved with a wide mix of laughter and shock.
Just from describing some of the eldritch horrors I had a player barring doors behind them and every player was as Paranoid as the most hardened veteran.
I feel that for groups that have a tendency to linger in every room this scenario could easily go upwards of five hours, so be prepared and remember that this is not a social scenario so encourage inter-party roleplaying and thematic flair for your more social players.
Overall Voice in the Void left everyone in the party excited and deep in thought about all the things they ran in to but couldn't delve deeper into.
We ran "Voice in the Void" today and it was a challenge: both in combat and with regards to time. We just barely finished the last encounter in less than five hours. We played tier 3-4 and I thought the beasts were really tough even prior to the final encounter. I did enjoy the story and setting.
This module truly deserves its high ratings. It oozes (or sporalates?) awesomeness.
Spoiler:
I ran it with a party of 4 Tier 1's - the BBEG at the end color sprayed the fighter and oracle, the barbarian was down to 2 HP and weaponless, and the first-time-ever-playing-DnD ranger was down to 1 HP. The BBEG had just enlarged self and was about to coup-de-grace the party (TPK?!), when the ranger crit'd her with a longbow, maxed out the triple damage, and killed the BBEG outright. The party cheered and the first-time-ever-playing-DnD player (wife roped into playing) was the hero of the day. Good times.
Mere words cannot describe how much flavor drips from the walls of the Blakros Museum in this module. You need to experience the horrors of the Blakros Museum basement yourself to understand why this is one of the best PFS modules I've played to date.
Spoiler:
If you like Lovecraft in your adventure go out and buy this module now. Really, stop reading, go buy it.
This module is a worthy successor to another fantastic module, The Mists of Mwangi, and surpasses even it in terms of flavor and immersion. Trouble is again afoot, and this time the Pathfinders will find themselves fighting against horrors they have never experienced. The fights themselves are memorable, difficult, but not so far off the difficulty scale that they are impossible. In the hands of a deft GM this module will turn into an even more flavorful mix of old-God horror and a real sense of other-worldliness. I've had people ask in the past about good "Halloween" modules, and this, along with Black Waters easily claim that crown.