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Pathfinder Society Scenario #35: Voice in the Void (PFRPG) PDF

****½ (based on 24 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.

Voice in the Void is a follow-up scenario to Pathfinder Society Scenario #5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum.

Written by Rob McCreary

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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PZOPSS0035E

Product Reviews (24)
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Average product rating:

****½ (based on 24 ratings)

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Best enjoyed at low tier

*****

I recently GM'ed this for Damanta, and played it earlier with Monkhound as GM. When I played, we did so at low tier. When I ran it, high tier.

This scenario works quite differently depending on tier. Low tier, with four players, makes you apprehensive. You know your character is fragile, and there's a lot of scary things in the museum.

At high tier, with a somewhat bigger party, it's just a bit too easy. You don't play a plucky explorer, level 6-7 characters are stormtroopers used to stomping all over the monsters. It's a very different mood. And for this scenario, I like the low-tier mood better.

Adding together middle- and high-tier encounters helps to make things more interesting without going overboard on danger. It offsets the monsters' action economy problems (intended as 4-player scenario!). It's against PFS rules, but since it only makes things harder for the players without extra XP/money, and I did it with their permission, my conscience is clean.

Even at high tier I thought this was a nice scenario; it's got some fun monsters and encounters in it. And the boss fight worked better at high tier I think, because at top tier the boss gets a few nice toys to play with.

Spoiler:
A scroll of Black Tentacles, and the party was in perfect Fireball Formation and I happened to win initiative. This kept them from immediately swarming the boss. Instead, one by one they managed to fight their way out of it.

In addition, the PCs are trying to bring the boss back alive, while she's casting Vampiric Touch and Shocking Grasp on them with decent touch-to-hit, occasionally with Sneak Attack damage added. These circumstances help the boss fight from being over too soon.


High tier

****( )

We played this on high tier with a party of 5

party:
Level 7 treesinger druid with treant, level 6 hunter with mammoth companion, level 7ish? cavalier/barbarian, level 7 magus, level 6 wizard

As others have mentioned a really straight forward dungeon crawl, hindered by the fact that it's an older scenario.

I would have given it three stars if it weren't for the redeeming end fight. Our GM actually asked us if he could put in the lower tier mobs as well because we were tearing through stuff like a hot knife through butter (1 round combats), and with the additional mobs the action economy got a lot better for the GM and we had more fun.

trap:
With a swarm in a box as a trap, my hunter finally got to use her swarmbane clasp she purchased at level 4


Do Not Avoid!

*****

Context: Player subtier 1-2, GM subtier 3-4

I read through this scenario and thought, Meh. Generic dungeon crawl.

Rob, I’m sorry I doubted you.

I had the players jumping at shadows in the upper level, freaking out in the Big Bad’s antechamber and certain they were all going to die in the final fight. (I was pretty sure they’d be fine – and they were).

The great thing was – this was the same experience I had playing Void twelve months prior to running it.

Combine this with straightforward maps, easy prep and simple yet interesting encounters, and you have the one-shot gem that is Voice in the Void. Bravo, Mr McCreary!


"In case I go nutters like the dwarf, please force-feed me this tea."

*****

... said the alchemist to the arcanist, the skald and the ranger, while pointing at the druid and a flask of tea.

I loved GM'ing it! The scenario is a pretty straight-forward dungeon-crawl and the GM challenge in the scenario clearly lies in how to creep your players out, rather than in the combat encounters.

Combat: 4
The challenges are adequate, except maybe the first combat encounter at low tier.

Roleplay: 5
If you, as a GM, manage to spook the players, the roleplaying that may follow, is worth gold! It helps to have some preparation and knowledge of the players, though. Even a slight bit of knowledge of the Lovecraftian mythos helps a lot.

Background: 4
Mists of Mwangi sequel, Blakros Museum, Nigel, Lovecraftian mythos, Period.

Skills: 4
Some knowledges can be nice to have and can give slight advantages in what to expect, but there are no absolute must haves, which makes it a nice "Everyone can play" scenario.

General opinion: 5
A "Must Play" scenario.


Very memorable

*****

Rarely have I seen difficulty presented so well as it is here. This scenario successfully manages to establish a grim and suspenseful atmosphere and to encourage caution in it's players. What's more, there are challenges for every group present here. Without going into too much detail regarding the combats, they maintain a high level of challenge, without attempting to reduce player agency. That balance is exceedingly difficult to strike, but was done phenomenally by by Rob McCreary here.

All of that praise aside, there are some minor complaints to be had. The first of which is that this can be run as a character's first session, which I very much discourage. The challenges within are varied, and they will likely not have the supplies or wherewithal to handle it properly as their first session. There is also little true opportunity for roleplay here, beyond what the party brings themselves. This did not significantly affect the party I ran this scenario for, but it must be made plain that the scenario offers you very opportunity to communicate with NPCs.

I would rate this as 4.5 stars if the star system allowed such, but it was enjoyable enough to round up, rather than down.


1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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