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

****( ) (based on 12 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 (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 12 ratings)

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**( )( )( )

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.


FRUSTRATION

**( )( )( )

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.


Really need to prepare to GM this scenario

***( )( )

Great scenario with balanced encounters. There are 6 scenes with one optional scene. Only downside is to GM this you need to do research to do it justice. Not a great pick up and run adventure.


Very Mixed review

*****

First I have ran this and played it more than once/I have later changed my review I think I have ran it 4x so far.

Roleplay 3 stars
Roleplay with a dm familiar with the City of Strangers 5 Stars
Combat 2 Stars, Combat with experience running this multiple times 5 stars.

If you do run this purchase the city of strangers book. I think it totally changes the mod. Then sit back and let the city tell a story to the players.

It is hard to rate this one, as I have played then ran it, ran it more and more. I quickly find it to be my favorite scenario to date.


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