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Pathfinder Society Scenario #45: Delirium's Tangle (PFRPG) PDF

***½( ) (based on 22 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).

The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years.

Written by Crystal Frasier

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 (22)
1 to 5 of 22 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

***½( ) (based on 22 ratings)

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Nice setting, but needs a solid GM

***( )( )

This was the first scenario I've ever played and I quite enjoyed it. It has a nice atmosphere and the setting is pretty nice. However, it's also a scenario that really needs a GM that's good at telling a story, and I was lucky to find myself in a situation just like that. Especially the whole chase scene needs good descriptions in order to not make it feel like simply rolling a dice. The way he described every step we took, made the environment come to live and drew us in closer and closer. It encouraged us to interact a lot in character, which is always nice.

Even though it was quite enjoyable, I can't really give this more than three stars. Due to our composition and size, the first couple of combats were pretty much non-existant. We had 6 mostly damage-heavy players, 2 animal companions and an eidolon, so fights were over in less than a round. I often didn't even get a chance to act before they were dead. Considering I was still getting used to how combat works, this wasn't a big deal for me. For more experienced players though, that can be quite disappointing.

I also can't really comment on the last fight. We were extremely lucky with our rolls and out of the four times we hit him in the first two rounds, three of them were crits. It was over before we knew it. That said, given the description and GM notes, I'm convinced he can actually be rather challenging if he gets going. Fortunately for us, we avoided that danger. Admittedly, it was rather anticlimactic, especially after the penultimate encounter, which I may add is enough on its own to make this a memorable scenario.

Final verdict: it's a fun scenario, but it needs a good storytelling GM. I think it's also best played in smaller parties of 4 or 5, to make it more challenging. Players need to really enjoy roleplaying in order to like this scenario as the combats are relatively easy. If you don't like that, you should consider stay away as you'll likely be disappointed.


Interesting with a bit of a drag in the middle

***( )( )

I have mixed feelings about this one.

It's an interesting scenario, with a good setup, and a couple of very interesting set pieces. The combats are fun. However, in the middle, there's a bit of a slog that can very easily come across as a slog. I suspect that the two times I've run this, I just wasn't ready in the right way, and should have done some extra prep beyond what was given in the scenario to keep the slog from being a slog but making it more interesting. I might also "cheat" a bit on the middle part

spoiler for GMs:

Instead of rolling for the random encounters when they happen, choosing them; or, at the very least, avoid having repeats. Alternatively, allow for a couple of repeats, but write up some fluff for myself that makes them different atmospherically.

If you have players who are going to metagame and think overmuch about the mechanics during the "slog", they will start whining that there's no way around some of the things that they get thrown into, and the scenario will become a bit of a downer. (That's what happened one time I ran this.) It will take some serious GM finesse to keep them from getting irritated and complaining about the writing during this.

However, the penultimate and final encounter

Spoiler for GMs or those who have played it:

The trap with the locked doors and the room filling with water, and the final showdown with the big bad

are both quite interesting. The penultimate encounter was a nailbiter that we barely got through when I played it, and remains a memorable FPS moment for me.

I'd give this one 3.5 stars; rounding down to 3 in this case because of the players who've come away with a negative impression because of the slog. I might round this up to four stars if I run it again, coming in better prepared as Damanta suggests below, and hoping for a group of players who are game for atmosphere and anticipation of peril.


Looking into the face of fear

****( )

This was an adventure that started out with an abstracted dungeon crawl, a mechanic that I always prefer to slowly going through room after room with nothing in them. The chase scene through the dungeon was one that I hadn't done before, with a mechanism that I was unfamiliar with, but still worked fairly well. Encounters were done well, but with 7 people playing up, the early ones gave us a taste of combat, but were left wanting.

Now, what gave me my first taste of real fear in a PFS module. The trap room. This was a trap that could have gone very very badly with everyone in the party dead. I fear that this trap will remain with me forever and will cause me to spend unnecessary gold on items that will either negate or mitigate its effects.

The final encounter? Challenging! I wasn't sure that we would actually be able to pull off the final fight without at least one character unconscious, but with tenacity and teamwork we all made it through.

There were scary moments which kept us all on our toes. All in all, this was a fantastic module that could have used a little more party interaction, but was entertaining and left an emotional scar in me. Four stars!


Requires a good GM and willing players

****( )

This scenario falls or stands with a good GM and players willing to roleplay instead of running from combat to combat.

We played this last night as a group of six:

Level 1 shaman with caiman familiar, level 1 rogue trickster, level 1 ranger (longbow user), level 1 summoner with quadruped eidolon, level 2 hunter with mammoth companion and a level 3 brawler.

Combats were over with the enemy getting maybe 1 turn in initiative due to action economy from the players. It was good fun still.

The maze however was amazing, our GM prepared well which made the descriptions we were getting after a skillcheck really nice. We tried several different kinds of checks but in the end defaulted to perception as then everyone had a chance to use aid another.


So, a maze eh?

**( )( )( )

While I don't mind the premise as most adventures with Grandmaster Torch have a flair or weird situation involved in them, this one was lost on me.

The combats for upper tier were much too simple, with a full party (2 barbarians, a Slayer, a Sorcerer, a Bard, and my Cleric) the only real decent Combat came after you left the maze proper.

If you have a GM with a flair for the dramatic, it might work better, but if you also have a group that prefers a bit of action, then miss this one... The maze is just a bunch of skill checks, which does not make for a thrilling adventure...

Not horrid, but there are better ones out there.


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