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Pathfinder Society Scenario #2-11: The Penumbral Accords (PFRPG) PDF

***( )( ) (based on 17 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

The daughters of Absalom's mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family's matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society's ties to the powerful Blakroses.

Written by Owen K.C. Stephens

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 (18)
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***( )( ) (based on 17 ratings)

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*( )( )( )( )

This is based on a 1st level tier playthrough.

The group consisted of one 2nd level ranger, and four first levels--an inquisitor, a samurai (pregen), a monk, and a pyrokineticist playtester.

Just want to say now, that if it hadn't been for the ranger, who just hit 2nd level, picking up a cure light wand at the beginning, this would have been a TPK. The ranger player kept track of how much damage he'd taken. By the end of the scenario, he had taken 80 pts of damage, just by himself, and used 20 charges off the wand to heal the party. The monk had used up all of his potions of cure light, and the inquisitor had used up both of her cure light slots.

This was not written fairly. A construct with DR 5/-, SR 13, AND AC 20 was just stupid. How broken did the writer think 1st level characters could get? Then the next room has someone 15 ft. up the wall lobbing acid bombs that do burning and splash damage, and they have a 50/50 mischance on their AC? Um, what? Again, 1st level! And then to add insult to injury, the other rooms had the easiest fights EVER! We beat them during the surprise round.

Then the worst of worsts. The only way to beat the entire scenario, which ended up being a loss because no one in the party had the skill, was to make a Knowledge (arcana) check on how to stop the events. Didn't even have detect magic to even find what was causing the effects. The GM was even willing to give us a Knowledge (religion) check, but no one had that either. A 2nd level party MIGHT have had a chance.

I think what personally disappointed me the most was there was no room for negotiations regarding encounters. No handle animal checks, no diplomacy, no wild empathy, nothing. The GM allowed us to make the checks regardless, and then apologized during initiative because it was a specific beat-em up. Really?

Overall, very unimpressed by the scenario. Everyone at the table wondered what the point of us even playing was. Even the GM couldn't get over how at higher tiers the encounters seemed easier to deal with.

The venture captain knows our complaints, and next time this game comes up to be played, he will personally make sure that the party is better balanced and higher level.

A bit short, but nice atmosphere

****( )

We played this today with 4 players, in tier 1-2&4-5 (some mistakes were made so we had several encounters at too high)


Half-orc fighter (1), Wayang wizard (1), human hunter (2), aasimar bard (3)

All the fights were managable, though we burned through like 25 charges of cure light wounds wands because of various injuries we kept taking. (probably because of the wrong encounters)

While this scenario is fairly short and straight forward, the atmosphere (and the fact that we had a full 3d setup thanks to our GM) made it a lot better.

Very little chance for roleplay sadly, which keeps it from being a 5 star for me.

Edit: had to remove some parts, because of some fights not being the proper tier :)

Far too easy

**( )( )( )

I ran this for tier 1-2 and frankly it was far too easy. Although they put a brave face on it I think even my players felt that it was just too much of a walkover.

Boring Blakros Battles

**( )( )( )

Yet another trip through the Blakros museum. This time, the fights are rather pathetic. It's got some decently interesting ideas here, but really, the plot simply boils down to a beat-em-up.

Lots of potential, but needs some help from the GM to be great

I LOVE the idea of this scenario. I think it has a lot of atmosphere, some truly disturbing moments, and nicely advances the Blakros family story-line.

I had a wonderful time GM'ing for a bunch of mostly newbie pathfinders tonight, including four pregens. I added in some additional descriptions and role-play with various NPCs that I think made the experience more memorable for the group. Look for those opportunities!

One key mechanic is somewhat vague in the scenario. I found that ruling in the strictest fashion made the fights more challenging and increased the atmosphere.

I ruled that, after failing a caster-level check for a light spell, the caster would not be able to retry. Also, I ruled that the area of all light sources, both magical and alchemical, was cut in half.

With those modifications, it was a great experience for everyone.

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