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

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 (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***( )( ) (based on 12 ratings)

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Interesting, but relatively easy

***( )( )

This scenario plays out oddly. There is a fantastic level of setup presented for the setting and the enemies, and there is a great deal of opportunity for roleplay. The NPCs have a significant amount of backstory that can be talked out of them, and it actually effects the scenario. The final opponent is made to appear as a looming mythical figure, terrifying all those who may oppose them, and the setting for the final scene is cinematic and memorable.

The combat, however, consistently falls short. The final boss is terrifying for a low tier party, but will consistently be torn down by higher tier characters. The remainder of the dungeon is minor and forgettable combats, which feel largely like they exist to fill space. I feel like there could have been more done to keep the players engaged and challenged. Perhaps making the trip last longer so they have to weigh the benefits of sleeping?

Despite it's lackluster combat, the scenario still remains interesting and engaging for mid tier parties, but will likely disappoint those playing in 6-7.


Odd dungeon crawl

***( )( )

This adventure a bit odd. While at it's core it is a basic dungeon crawl, there are some odd bits about it. First, the title of the adventure seems like an afterthought. As if the author was told they could write whatever adventure they wanted to as long as there was some reason in the adventure for calling it The Beggar's Pearl. Second, the dungeon is unnecessarily large, with a large amount of open space. Third, the encounters are not well balanced across the tiers. Finally, the final encounter is very flavorful, but doesn't seem to belong in a dungeon crawl. All these issues just makes the whole thing seem a bit off, like a movie script that has had a dozen rewrites by half a dozen screenwriters. Two & a half stars, rounded up.


Large, mostly empty dungeon

**( )( )( )

This adventure has its moments, but by and large it is a giant dungeon with almost nothing going on. While the final scene is somewhat unique, I find that most parties don't have any significant issues with it. Watch out for the fact that the monster in the final area is statted out using a template from the Advanced Bestiary, and does not use the similarly-named ability in the Bestiary.


Dissapointing

**( )( )( )

GMed this last night. My players thought it was an ok and enjoyable dungeon crawl but I found it read better than it played. From a GM perspective it was just too bland with no interesting encounters to run.


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.


1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

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