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

***½( ) (based on 25 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 (25)
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Average product rating:

***½( ) (based on 25 ratings)

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A Wild Crystal Frasier Appears!


Have both played and run this scenario.

This scenario is unique and fun, offering challenges that the party might not be accustomed to using mechanics in fresh and interesting ways. One of my players when I ran it happily told me that it made him use something he's never had to use in PFS before. The challenge doesnt match up to modern power-creeped characters, but few season 0 and 1 scenarios do. It takes risks and they almost all pay off in my opinion, which counts as a 5 for me.

With a narrativist GM willing to paint the scene, this scenario has some truly wonderful opportunities. There aren't a lot of opportunities for RPing with NPCs, but those that do come up are with rich characters (the GM should absolutely read the section on our misplaced minotaur in Guide to Absalom to inform his character!).

So close!

***( )( )

I've GM-ed this, but never played it.

Delirium's Tangle has a lot of potential. Some of the execution was a little... lacking.

The Good:

*Anytime Grandmaster Torch gives you a task, you know it'll be interesting!
*The idea of rescuing a minotaur from a maze is highly amusing.
*Derros are so much fun to use!
*The BBEG, as well as the lock on the final chamber was delightfully flavorful.

The Bad:

*The maze, or at least the options for solving it. The DCs seemed high for some options, and a lot of low-level PCs can't make them often if at all. This scenario is pretty clearly geared for Rangers, Rogues, and other skill heavy and/or Survival types, but players have no way of knowing that before entering. I like the idea of a maze, but this one was clunky and frustrating.

Interesting concept, meh execution

**( )( )( )

I liked the premise of this adventure. The BBEG is really cool. However, the maze exploration was a big disappointment.

We had a bunch of newbies and nobody had Survival, and the other skills you could use to navigate had their DCs too high. So we failed quite a few checks, each one leading to a repetitive encounter that just cost Wand charges. And then after enough failures, we suddenly break through anyway.

Exploring the maze just felt like a stupid grind; there weren't really meaningful choices to be made or puzzles to be solved.

The fights were fun and apart from the repeat encounters, interesting. Not too hard.

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 staying 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.

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