A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
Something is afoot at Cayden's Hall, the carousing temple-pub in Absalom where Cayden Cailean's faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub's sticky floors. A trail of murders led Osprey to Cayden's Hall and his demonologist sees clues that denizens of the Abyss are involved. It's up to you to find out what demons want with the Drunken Hero's largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes.
Written by Tim Hitchcock
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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GM'd this at the higher tier and we had a real blast with this one. Party was warpriest, fighter/cleric, medium/brawler and a hellknight.
The investigative side is a bit light but if you like your combat you'll have a blast with this one. The fights are nice because they are just about right that you can pull off all the things you don't normally have time to do in most PFS scenarios.
I played this as a pfs game and i thought it was unfair that the secondary success conditions are tied to defeating the monster designed to defeat the PCs. other than that this was a fun adventure with excellent fights and even the chance at some role playing (depending on the PCs and GM of course)
Every bit of Hall of Drunken Heroes warms my cold, lifeless GM heart. Even in re-reading the introduction to the Hall itself I find myself grinning like the Cheshire Cat.
"Cayden’s Hall is a massive, open fest hall of rough-hewn timbers. The latter have been replaced many times over the years thanks to their predecessors being burnt to cinders when the large, celebratory bonfires often burning within the wooden structure mixed badly with the very large and very inebriated crowds frequenting the establishment."
I think it's impossible to resist wanting to play a game where that is the setting. In addition to such a great location, the game starts off with what is probably the best briefing ever, as Osprey brings in a demon for the PCs to pump for information, like some 1970 beat cops.
Outstanding.
We then are taken into Cayden's Hall, thrown into a memorable barroom brawl and are free to roam through a series of clues and leads before arriving at what is probably the most challenging fight in all of Season 1 (sans Eyes of the Ten). And the fun's not done yet; you're only half-way through the scenario at this point!
I could keep going, but you shouldn't keep reading. Download this scenario and play it right now!
I decided to come here and post this rating after encouraging another GM to run this scenario. I don't often post reviews, but this was such an absolute blast to run and play that I had to let others know. Roleplaying, dynamic combat, and a couple challenging encounters. And we need more drunken bar fights in scenarios!
It has the incorporeal subtype and the incorporeal defensive ability. The actual rules for incorporeality are in the Universal Monster Rules section of the Bestiary, and are therefor not reprinted in monster statblocks themselves.
You say that it has the Incorporeal Subtype which includes this:
In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
The Incorporeal special quality says this:
An incorporeal creature has no natural armor bonus...
Yet, the stat block block contains an not insubstantial +12 natural armor bonus. It appears that is incorrect. Or am I missing something?