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Pathfinder Society Scenario #55: The Infernal Vault (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).

A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.

Written by Thurston Hillman

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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Standard dungeon crawl

***( )( )

Pretty average dungeon crawl. There are some interesting storyline elements which sadly never make it to the players. Pretty good if you're into that sort of thing.


Standard Dungeon crawl

***( )( )

I found nothing innovative with this scenario. A standard dungeon crawl with standard traps and monsters. Some roleplay elements for a crawl is nice, but they are minor and easy.

I would have liked something unique and new, but for a 3 tier scenario is alright.


Good variety, but slightly easy.

***( )( )

I ran this in tier 1-2.

Due to the fact that this was a Season 1 scenario, it doesn't assume you have five or six PCs in the group. With a larger party, the challenges (especially the last one, if you've got an optimized party) aren't as tough as they were likely intended to be.

That said, I loved the atmosphere and the variety of elements in the adventure.


Full of Nice Touches

*****

The author of this scenario deserves kudos. This could have been a completely recycled dungeon crawl, but is a true adventure that happens to take place in a space-limited location.

There are places where he plays with default gamer assumptions, places where either talking or the sword can win the day, and he even included rules for the coolest game of dominos ever. He hits that balance of showing where a trap was or must have been at one time for those without rogue skills, but doesn't then make it easily bypassable.

There were places in the background that I would have loved a little more elaboration (what can you do with Season 1's wordcount?), but the introduction was well written enough that a GM that cares about that stuff or has players that do can write it in himself.


****( )

GMed this at the 3-4 tier, and it looks to be the best tier to play on, as it had, by far, the most interesting encounters.


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



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