Pathfinder Society Scenario #49: Among the Dead (PFRPG) PDF (based on
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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder Society has finally tracked down their hideout and sends you to Oppara for one purpose: revenge. Can you face the servants of Golarion's god of accidents unharmed or will you find yourself among Zyphus's cursed souls?
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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This was OK. When combined with Among the Living, the two make a fairly decent session, in my opinion. Both are quite quick. This seems to be the weaker of the two scenarios - there is only one particularly interesting encounter. There is an interesting plot here, but unfortunately, I don't feel that much is done with it. I would bump this up to three, though, if your group has played Among the Living, as there are some nice ties between the characters of the two scenarios.
1) Bring a rogue.
2) Be prepared for the dreaded, cramped dungeon crawl.
3) Check for traps.
As a player I thought this scenario was okay. It would have been better if the GM had been more into it, I think, but I don't think it was all his fault. The final "boss" wasn't really that hard to defeat and the puzzles and traps were interesting at first but grew tedious. I got tired of being stuck in the back of a long, narrow tunnel and hardly ever being able to hit the monsters we fought. I am not a huge fan of dungeon crawls so this scenario was definitely not my favorite. Also, there was hardly any roleplaying with NPCs, which is something I enjoy.
I think that this scenario could have been better. It wasn't terrible, but there are some issues, (as well as some high points).
1.) there are just way too many traps. I am really not sure (at least the lower level tiers) if a party without a Rogue (or similar character) can survive or succeed at this scenario. It is never a good thing to assume that a certain class (type) is available.
2.) most other encounters where extremely easy, but the BBEG wasn't actually the hardest fight. Instead there is a single roaming monster that I can easily see one-shoting a character on a moderatly lucky roll in the right circumstances.
Some good things about this scenario is that it continues from a previous scenario, (though the other one is not needed to play this one), and drops little bits of extra info and easter eggs along the way, and gives a feling of building to a rather epic end game.
A right, well balanced party shouldn't have too much trouble with this, but a few bad rolls at the wrong time can be very dangerous. I did appreciate the sort of old school, dungeon exploration feel. I also really liked that about 1/4 of the traps had already gone off, offering an amazing atmosphere for the game (and allowing a DM some pretty awesome oportunities to toss in some description that can add to the sense of threat of danger and help explain a bit what is going on that the DM has explained to them but the players might not get.
If there where a lot less traps, this would easily be a 4 star scenario. The fact that it basically mandates a Rogue, and that the traps get to the point of bogging down the game a bit (oh look, another trap. . .) is what really drops it. :(
Being an old school 1st edition player from the 70's, this was my first time back into the game. Reminded me of the old "Caves of chaos". All I can say is I am glad I played a cleric on this one. LOVED IT! Huraah for Pathfinder Society!!