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Pathfinder Society Scenario #2-23: Shadow's Last Stand—Part I: At Shadow's Door (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).

The Shadow Lodge’s assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.

Written by Steven Robert.

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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PZOPSS0223E

Product Reviews (14)
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Average product rating:

**( )( )( ) (based on 14 ratings)

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Pretty fun and novel

****( )

People sure seem to dislike this one, but I was pleasantly surprised. The whole scenario takes place in a cathedral, which was an interesting setting. Though the initial sneaking-in isn't particularly well done, I thought each encounter was interesting:

-An air elemental that uses fly-by attack while the PCs are stuck on a balcony-- he's hard to hit and good at hitting, and your PCs will need to use good tactics (like readying actions) to bring him down. Luckily, he doesn't do much damage, so he's unlikely to wipe them out.

-An animated window that humorously tackles a PC-- getting through his DR is tough for low level parties, but his AC and HP, again, aren't really high enough for him to be truly dangerous (unless your PCs are level 1, perhaps).

-Two goblins that use secret doors to sneak around the PCs-- it's fun for the PCs to have to deal with goblins appearing and disappearing, and the goblins are so weak that they'll go down in a hit or two, meaning the the fight is novel, but again, not truly frustrating or deadly.

-Finally, the boss, whose main goal is to delay the PCs while some NPCs are strangling to death on a gallows; he makes cool use of a feat to keep PCs from advancing. He has pretty robust stats, but since he's mostly worried about stopping them and not working at killing PCs one at a time, dealing with him should be doable (again, good tactics help).

The maps are missing some labels, which is a big problem-- check out the "product discussion" tab here for some help with that.

I do find it odd that people act like the underground tunnel the PCs aren't supposed to go in is a huge problem. I could see it being an issue in a home game where PCs are obsessed with exploring every angle, but... this is a four hour PFS game. If you hint to the PCs that they should leave it alone, they will if they're not morons.

There isn't a ton of plot here, but that seems to be the case with most of the Shadow Lodge scenarios-- there just isn't that much actual information for the PCs to uncover.

A pretty short scenario. You'll probably finish early.


Bland dungeon crawl

**( )( )( )

So, a bunch of hobgoblins manage to take over a Pathfinder lodge and overpower a Venture Captain. What do we do? Let's send in these new level 1 recruits!

Saved from the 1 star bin due to the entertaining Chelish mission and a couple of interesting fights. I have a feeling this scenario would work better as a movie than as an RPG.


Not as bad as the reviews indicate...

****( )

I've both played and GM'd this scenario in the 3-4 subtier. As a player, I had a really great time. As a GM, I both enjoyed running it, and the players had a great time.

There's not a lot of roleplay - which usually means I wouldn't give a scenario more than 3 stars, but the combats in this scenario are unique enough and challenging to set it apart and make it worth playing.

I wouldn't recommend this scenario for suboptimal characters at the 3-4 subtier. They are challenging even for a 6-person party, which is what helps to make this exciting.

It's in the description above, but it is indeed a hostage situation at the Temple of Aroden. GMs should make sure to set up the scene in a quiet early morning, with critical named NPCs (who feature prominently in PFS lore) being held hostage - and it's unknown whether or not they are still alive, or will be much longer. The most likely way in gives the players a good "Mission Impossible" vibe as they drop into a scene of horror that should be described.

There are four major combats, and each is interesting due to the mechanics, especially the last one, which has a real sense of tension and immediacy to it.

Don't let the 1.5 star review fool you. If you've got a seasoned 3-4 group and they like tough fights, this one is actually a gem.


Some Assembly Required

***( )( )

I've run this scenario four times now. While the reviews below note that there are parts missing from this adventure, a GM can connect the dots and create a good time.

My suggestions:

1) Emphasize the time-critical nature of the situation. True, the PCs have hours to reach the villain and rescue the hostages, but they don't know that.

2) The other reviewers correctly note that there's some encounters here that don't immediately connect to the captors: golems? elementals? Neither the hobgoblins nor the Spider herself could have these at ready disposal. But one of the Pathfinder wizards would, and the Spider has powerful mind-influencing spells. At least, that's how I've been putting the backstory pieces together.

3) There are several connections that can be made between this adventure and Shadow's Last Stand, for the GMs that run them back-to-back. Where did the rest of the party attendees end up? On the slaver ships, perhaps?

There's work to be done, making sense of all this, but the encounters here are cool, the challenges are diverse, and they payoff for work makes this worth the trouble.


What?

*( )( )( )( )

Just ran this for the first time. The only positive is that it is quick to run


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

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