Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products

Pathfinder Society Scenario #2-03: The Rebel's Ransom (PFRPG) PDF

***** (based on 15 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.

Written by Jason Bulmahn

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.

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (16)
1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***** (based on 15 ratings)

Sign in to create or edit a product review.

Look no further if you like solving puzzles


I have faced the occasional puzzle in a scenario and I typically end up enjoying them. They were typically just a small portion of the adventure though, not that it bothered me. This scenario right here though is the first scenario where puzzles were more than just a small interlude. In my opinion, I'd like to see more of these.

As we ventured into the ancient rooms and pressed onwards, we had to deal with a multitude of puzzles with different levels of difficulty. Each was different from the rest and, at times, related to a different skill. It was nice seeing skills that hardly get picked finally getting a time to shine. That is if your party has them, which wasn't the case for the group my character found herself in. However, that's not a real issue. It only made a challenging puzzle even more challenging, without making it impossible. We definitely felt challenged by them and we loved blundering around trying to solve them, with various degrees of success. Needless to say, we had a great time.

Yet the solution to one puzzle continue to eludes me. Like others before, I'm yet to understand the title of this scenario. It's something that really should get changed to give a better and more adequate first impression of this scenario to those who are yet to play or run it.



An excellent scenario, although likely to run long if your party takes a lot of time role-playing one particular encounter.

I just have one question: WHY is this called "The Rebel's Ransom"? As far as we could tell, there are no rebels and no ransoms.... :-/

Everything a Scenario Should Be


Perspective: played once

The Rebel's Ransom has everything. Excellent setting, great story, challenging puzzles, several tense combats, a variety of deadly hazards, and a bounty of tingling-sense-that-everything-is-wrong RP opportunities.

Simply put, it does everything a scenario should do and does it all extremely well.

A great deal of frustration

**( )( )( )

This was indeed a very cleverly designed dungeon. If you have a well-prepared group that loves puzzles, they will probably enjoy it.

However, my own group found the scenario extremely frustrating, and half the table ended up web surfing for most of the evening.

The good kind of frustration:
A long trek into the desert deserves to be taken seriously! Having a group of high-level pathfinders have to teleport back to base for supplies half-way to our destination because we hadn't brought enough trail rations and didn't confirm that the spontaneous divine caster actually had access to Create Water was a well-deserved humiliation. I very much appreciate the realism.

The hostage scenario was brilliant. Any scenario that leads the paladin of Saranrae and inquisitor of Gorum into a serious role-play conflict deserves a star, just for that. My paladin ended up taking a voluntary atonement at the end of the scenario. Just because we are supposed to cooperate, doesn't mean it should always be easy!

The bad kind of frustration:
There were three puzzles, one easy, one a bit more challenging and somewhat damaging, one that (to my group, at least) was very difficult and extremely damaging. The sorcerer could have easily been killed by the first error on the black flame puzzle in the throne room. Even with Resist Energy up, that was potentially a LOT of damage.

But, honestly, it's not the deadliness that concerns me, so much as the fact that half our party was not the least bit interested in puzzles. They were disengaged for that part of the scenario. We had one group member who's in-character contribution, for TWO HOURS REAL TIME, was rocking in place and muttering, "I wanna go home."

Then there was the water maze. Four of the six party members were casters, with low strength, who could not cast underwater. They felt like going underwater would end with them drowning, so they stayed back in the corridor. If we had any idea we would be going underwater, they would probably have stocked up on consumables to deal with underwater adventuring. But we were all surprised to find it in the middle of the desert.

You might say that Pathfinders should be ready for anything, and you would be right. Lesson learned. But, once again, this led to a slow encounter and entire combat in which only two of the group could do anything at all.

Our particular group found the combats relatively easy, which would be fine except for the fact that it meant the only part of the scenario everyone could participate in lasted less than two rounds each.

All in all, I have to give the scenario a low rating, despite some positive aspects. The point of Pathfinder is to play, and the majority of our group spent the evening feeling like they'd been benched.

Excellent Puzzelry


An excellent scenario, encompassing rules rarely seen. Good environment, challenging but fast fights, curses, puzzles, and a little bit of archimedes.

My party put itself out on the line for this one, and blew through half a wand and alot of heals. They found the puzzles to be puzzling, right up until they solved it. Fast to setup, medium difficulty to run with all the staves and puzzling, good rewards in lore and in loot. Chronicle sheet has a rarely seen item.

A++ Would run again.

1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Announcing the Starfinder Roleplaying Game!,

Hell of a Time,

A Wild PaizoCon Appears!,

PaizoCon Brings Out the Best,

Big Guns,


©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.