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

***½( ) (based on 19 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 (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***½( ) (based on 19 ratings)

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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.

Lots in here


This scenario has a fantastic amount of depth to it. While the combats are a little easy (until the end) they provide a sense that the danger and difficulty lie elsewhere. I love the way the scenario places importance on skill checks so that less-combative players get the spotlight. The ending is absolutely spectacular, really pushing the PC's to think of combat in different ways than normal.

Combats need some beefing up

**( )( )( )

The following is my review of this as a player at a Tier 1-2 table.

5 level one PCs and one level two PC comprised the party.


We cleared the entire scenario without taking one point of damage. 6 PCs and two pets. Not a single one took a point of damage. We got hit with Fascinate and Grappled by a chain. That was it.

The maze was a series of 11? skill checks. I think we failed three times out of 11. Never by enough to trigger a trap or encounter. One PC had a perception of +14 and another had a Survival skill of +11. Needless to say with 5 other PCs assisting we had a minimum of 20 to 28 before adding in the D20 roll.

The fight with the giant leech was a laugh. The environment and setup was great. Our GM spiced that section up with great flavor and role-play. But the leech went down in 2 rounds.

The only part of the adventure that ended being challenging was the water flow chamber. Two PCs got trapped together in the chamber without the wand of Water Breathing.

In summation, the skill checks were great but the combats were not challenging enough. Good story, good flavor but not enough meat.

A fun sceanario with a little prep work.


I've run this a couple of times and enjoy running it. The end boss can be a lot of fun if the GM makes good use of his abilities. The first time I ran it I thought the maze skill checks were too hard, then I reread it and caught the find print. If 3 players make aid another checks and aid a 4th making the survival roll, the DC is pretty reasonable unless you have a party where everyone is WIS 7. I think transparency with the skill checks is needed.

1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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