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

Pathfinder Society Scenario #51: The City of Strangers—Part I: The Shadow Gambit (PFRPG) PDF
****( ) (based on 10 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 (10)



1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating: ****( ) (based on 10 ratings)


**( )( )( )

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.



***( )( )

Good, not awesome


This module is very well written, but the combat encounters are both underpowered and boring. CR2 Goblins at Tier 7? That's just a waste of time at that level. Both part 1 and part 2 suffer from the same problem as so many Pathfinder Society mods - its a 'Humans and Humanoids' adventure, 99.9% of the Bestiary is ignored.
Kaer Maga is an original setting to be sure, but only if you have the book describing it, all that detail is completely left out of the mod, and for the most part, the locations suffer a lack of description.



*****

The Pinacle of Role-Play Scenarios to Date


I decided upon 5 stars for this module because I simply don't want to give the wrong impression about my overall feelings. While there is one minor misstep throughout this module, none to date have oozed roleplay from its pores like The Shadow Gambit. While most modules offer up some routine and good opportunities for the people who like to roleplay, none that I have played have an entire section with upwards of an hour of play dedicated to it like this module. In my experience, with the right ambiance, players get a chance to feel like they're part of this city, and for the first time ever the faction missions play a significant part of it.

Spoiler:
The Taldor faction mission is simply brilliant, and with a good player at the table, almost anything can happen.

If you're planning on GMing this module, you really need to understand Kaer Maga because the only way to successfully run it, is to let the city speak for itself. Frankly, you should just go out and buy The City of Strangers not only because it's such a good book, but because it makes the module just that much better.

My one issue is similar to Doug's. The encounters are not significantly challenging. It makes for a great introductory module because of this, but after a session or two (or Gods forbid 2nd level players), they will simply blow through the encounters as written. As I mentioned a the beginning of my review though, none of this matters though when the module is just that strong to begin with.


1 to 5 of 10 << first < prev | 1 | 2 | next > last >>
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