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Pathfinder Society Scenario #51: The City of Strangers—Part I: The Shadow Gambit (PFRPG) PDF

****( ) (based on 14 ratings)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to find a local Pathfinder associate who sent a strange letter to Venture-Captain Drandle Dreng in Absalom. When the local associate turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the man's murder.

The Shadow Gambit is the first scenario in the two-part The City of Strangers campaign arc. Pathfinder Society Scenario #52: The City of Strangers—Part II: The Twofold Demise is the sequel.

Written by Joshua J. Frost

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 (14)
1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 14 ratings)

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Lots of fun, lots of RP

****( )

GM'd, not played.

The Good:

*The trip to get into the city makes a nice 'bookend' to a mostly RP scenario.
*The NPCs are fabulous. The GM should really get into their performance here.
*The incidental magic item. The bags with Silence cast on them were really useful, and the PCs bargained for the use of some during the scenario, functioning as (single-use) gun silencers as well as temporary disruptive PC 'time outs'. I would have loved to see the bags on the chronicle sheet!

The Bad:

*Depending on the party makeup, the investigation can drag a bit.
*It could be easy to offensively overplay some of the more memorable NPCs.

Almost Perfect

****( )

Played this at low tier.

I absolutely enjoyed playing this. It was a real delight to find a scenario that isn't OTT combats and silly darkness/blindness style encounters.

There was a hell of a lot of room to actual role play for a change which was really refreshing. The combats were simple and over quickly.

The only reason I didn't rate as 5 stars is because even with a lot of role play and good diplomacy checks it still felt like it took forever to actually get anywhere in finding the NPCs and clues we needed. A little more work there and this would have been 5 stars.

**( )( )( )

This is a hard scenario to rate.

It has a lot of potential for a real scenic roleplay adventure.
But too much depends on the preparation of the GM and the party you get. Even if the GM reads this 20 times, there is just so much more to Kaer Maga then described here. A more experienced GM that has the City of Strangers book, and/or ran something like the Godsmouth Heresy, will get more out of this. But that is not something you can or should expect of someone.

Also, if the party fails to have certain skills, it can easily end up with a boring dice rolling excercise to get what you need.

Hence my bad rating. Too much is left up to circumstance. With the right party and right GM, this could be a four or five. But that combination is not something that should be counted on in PFS.

Excellent social scenario


Personally, I am fond of investigative scenarios. This one presents a great number of intriguing NPCs for the party to encounter. Kaer Maga is a fantastic setting, and this adventure and its counterpart showcase it well. If you are considering GMming this, be prepared to think on the fly and really get into the NPCs heads. The difference between a poor running of this and an excellent one is how well those NPCs are played.


**( )( )( )

I found this module to be incredibly frustrating. First of all, the thing about Society play is you aren't always going to get all the skills represented at a table. Sometimes a table is all combat builds. Sometimes it's all stealth builds.

Sometimes it's a great combination but still nobody has a decent diplomacy modifier.

In which case a module where one source leads to another leads to another leads to another with branching dead ends off every chain and a DC 20 diplomacy check is BASICALLY IMPOSSIBLE.

Failing until the GM takes pity is not my idea of a good time.

1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

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