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Pathfinder Society Scenario #55: The Infernal Vault (PFRPG) PDF

***½( ) (based on 19 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 (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***½( ) (based on 19 ratings)

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Okay, but kind of a filler adventure

***( )( )

The scenario was okay - some puzzling (which I totally overthought, coming up with a way more complicated explanation for he same solution), traps that make you nervous and some cute fights.

However, it wasn't really anything special. The bad guy was just "someone", there was no big story behind this that I could see. It could happen anytime, anywhere. And none of the puzzles or monsters were special enough to really make this one stand out for that reason.

I'm on the fence about the narrow corridors. I suspect that was just the author going "it's only people walking through here, why should it be any wider?". However, if you actually plan fights in there, you get horribly cramped fights in those 5ft corridors, in which only half (at best) of the party gets to participate.

At some point, it turns from "tactical challenge" to "author absent-mindedness means half the party gets to sit on its hands". I think this adventure was just barely on the good side of that.

In summary: this is a good adventure if you want to spend an amusing afternoon spanking baddies and get your XP, but that's about it. Also, for a beginning GM it's a good buildup to more difficult to run scenarios.

Decent, but unexciting.

**( )( )( )

(I GMed this.)

As others have said, this is a good introduction to PFS. It's fairly standard and hits on some important elements of the game: some puzzle-solving, some roleplay, some traps, a lot of fighting, and so on.

The story's basically nonexistent. Go in here, go fight, get object, get back. There's no explanation other than "she was bad, go spank her." I struggled to make this interesting. The possibility for roleplay halfway through is a nice touch. The puzzle is trivial (as the game expects it to), but why put it there in the first place if it's not supposed to challenge players? It also doesn't help that the solution's already spoiled by the order in which the pieces are listed. My players asked to hear them again and went, "yeah, in that exact order," which is a bit of a letdown.

The dungeon itself isn't that interesting either. It feels bare-bones, having only the bare necessities to make the dungeon work (the first encounter is described as a townhouse in a middle-class area, owned by a wealthy family. Yet there's barely enough room for one person?). Moreover, the dungeon is too small to be any fun. Most fights ended up in five-foot corridors and half of the party not being able to attack or maneuver past the enemy, making for a very static fight. Luckily, my players passed it off as challenging, rather than frustrating, but I would've preferred some bigger rooms.

I like how the enemies teach players to come prepared. A lot of enemies here have different DRs, so it's important to diversify. The Alchemist player was having a hard time, though, because enemies resisted most of her attacks. I also really like how tactics change between tiers, really making use of the enemies' abilities. The 3-4 tier fights seem most interesting to me. The final boss is an interesting challenge, with some quite powerful spells. She's well built, and would've been a bigger threat if she weren't alone.

In the end, I'm debating whether to give it two or three stars. It isn't totally worthless, but I've certainly played better. There's too little information given to make it memorable and the fights can be a slog, especially in the cramped rooms, but they're also pretty entertaining and educational for new players. I finally decided on two stars, purely because it just failed to wow me at any point.

Simple dungeon crawl, good learning scenario

****( )

Most of the scenario is a standard dungeon crawl, with the required straps.
The opportunities for roleplaying are low, although you can improvise a lot with the human mooks.

Where I think this scenario will really shine, is as a learning scenario for new players. There are several devils in this scenario, giving them an insight into monster types and their resistances.
It also has a couple of interesting bottlenecks, which need teamwork and good tactical decisions to overcome.

Summery: classic dungeon crawl. Boring for veterans. Really good for new players.

my first one


This was the first scenario I ever played. I enjoyed the plot and the monsters and found that it was the perfect combo of murder and plotting.
Since I have grown with experience and learned more about pathfinder, I have realized how well this was written.

A pleasant surprise

****( )

I had my hesitations about running this after Assault on the Wound, but I enjoyed the game in spite of my expectations.

The combats are reasonably challenging, particularly at lower levels. The narrow corridors and lack of maneuverability force the party into interesting tactical decisions. The final encounter had the party positively seething as they finally overcame it. A true challenge for their level, without being blatantly overwhelming.

There is not a large amount of opportunity for roleplay in this scenario, but what little is there fits naturally and even caught my group off guard.

1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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