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Pathfinder Society Scenario #37: The Beggar's Pearl (PFRPG) PDF

***½( ) (based on 8 ratings)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

Written by James F. Mackenzie

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 (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 8 ratings)

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Tough for tier 1-2

***( )( )

I played this years ago, and GM'd it only recently for a tier 1-2 group, so my memory playing is a bit hazy here. It wasn't bad when I played it, and I believe that was at tier 3-4 anyway. This review is based around tier 1-2, mostly negative.

I'd rate it lower except that my play experience was better at the higher tiers when we felt better equipped to handle what we found; due to our levels, not due to what we found in the scenario.

Spoiler:
The big problem is with the encounter with the derros. Darkness at will. If you have dwarves or aasimars in your party, you're fine. If you have a spellcaster with darkvision handy, you're fine. Failing that, the party needs to know to get out of there, otherwise they'll be stuck in a darkness-filled encounter that is almost unstoppable. They're level 1 or 2, so unless you have a level 3 guy in your party (unlikely; subtier 3-4 exists), nobody is likely to be able to cast darkvision at this tier. There's no scrolls hiding around the place to prepare them to even make a caster level check for it.

The bad guy at the end is tailor-made to be much scarier than she actually is, but it's difficult to play her like that with the elements, and you'll struggle for time if you try if you got trapped in the derro encounter described above - effectively destroying the weight of the plot of the whole scenario.

She's a big deal here. The derro isn't.


so-so

***( )( )

This was an okay scenario but the dungeon layout left something to be desired--the optional encounter was avoided by seeing it a mile away and going "nah, let's skip that." Also the BBEG was kind of a lame encounter.


Tiers are not sufficiently balanced.

**( )( )( )

The lore for this scenario is amazing, but level scaling needs a lot of work. The encounters are absolutely BRUTAL for a Tier 1-2 party, but they are a cakewalk for Tier 3-4. The biggest reason for this is most of the 3-4 encounters are the 1-2 encounters with an extra minion or two added. This means in tier 1-2 you end up fighting a very challenging boss, but in tier 3-4 you fight the exact same boss(with not one HP higher) who has a mite that she kills on the first turn with channeled negative energy anyway.


Dwarven ruins!

****( )

Point of View: Player (Tier 3-4) <---Rare for me

Roleplay: The roleplay presented through the lost survivor dwarf was well done and interesting. I made sure to stop and listen to the GM when this character spoke. Though his take on it made me think the dwarf was more of a stoner than anything.

Combat: Combat overall was pretty boring. The only fight that really grabbed at me was the one with the final boss, and even then she seemed to be a one trick pony.

Originality: The non-linear dungeon, and the weird "final" room, stuck out at me as very original. Somehow, by pure luck, we managed to go to the "last" room last. This is worth a play through, but I wouldn't take more than 4 players through it to keep it challenging combat wise.


Solid Dungeon-Crawl, Slightly Wonky Tiers

****( )

So, having now played and GM-ed this scenario, I honestly like it. It's a very well thought-out dungeon crawl that doesn't even need to be completed in a linear fashion (though completionist PCs will always map every square). The story's solid, stocked with memorable characters aside from the fairly flavorless end-boss. Faction missions are also pretty neat.

My only real gripe is the tiers. Tier 3-4 fights some pretty weak stuff (an orc with 6 hp among them), straight through to the end-boss, who still goes down pretty quickly if the party focuses fire. Really felt like tier 3-4 was basically "tier 1-2, but add two more of the wimpy dudes". However, going up to tier 6-7 looks pretty dang frightening.

(SPOILER: Lots of secret doors in this one. They substantially change the flow/difficulty of the whole mod.)

Overall, quite solid. Avoid running it at tier 3-4 if you can, it's boring with an even moderately-prepared party.


1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

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