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Pathfinder Society Scenario #52: The City of Strangers—Part II: The Twofold Demise (PFRPG) PDF

****( ) (based on 9 ratings)

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

A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.

The Twofold Demise is the second and final scenario in the The City of Strangers campaign arc and is the sequel to Pathfinder Society Scenario #51: The City of Strangers—Part I: The Shadow Gambit.

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 (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 9 ratings)

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A nice balance to Part 1

****( )

GM'd, not played.

The Good:

*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 Prison is well laid out, and the Troll was enjoyably tough!

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.
*If the party mix doesn't include a tank, the Troll can be a big problem.

Also Almost Perfect

****( )

Played at mid-Tier.

An excellent follow on from the first scenario. Lots of recurring references which helped us fit back in. Not so much role play this time but we were spoilt by part 1 so can't grumble there. Part 2 is much more combat driven but like the first but again the combats did not feel deadly like normal.

Really enjoyed City of Strangers parts 1 and 2. More like this would be perfect for me.

Fun adventure; not as good as part 1.

****( )

This is an enjoyable adventure, but it doesn't really flow as well as Part 1 did. There is more of a focus on combat here, which is a shame, because that's not really what this adventure does well. If you run it after Part 1 with the same party, you can bring the first part's energy into the second part and have a grand time. The investigative portion, as in Part 1, is excellent...but it needs a bit more massaging this time around.

good scenario of dungeoning.

****( )

although I prefer first part to this one, it provides a great session full of fun. Only 3 acts, but it works fine for me. Firs part allow the players to role-play his characters while they meet again old contacts who appeared in Part I. For the other acts, which I GM'ed at subtier 3-4, combats has been dangerous for my players, hard enough to forced them to use its potions of curation.



Okay, so listen. I just panned the first half of this storyline because it was intensely frustrating. That being said, this half--especially jumping right in to it after the frustration of the first--was good cathartic fun. Things stand up, things fall down, badda bing badda boom. Not much of an intellectual strain, but definitely fun.

1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

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