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Pathfinder Society Scenario #3-07: Echoes of the Overwatched (PFRPG) PDF

****( ) (based on 13 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

When a Pathfinder agent working in the famed Blakros Museum in Absalom falls victim to a terrible, ancient evil, if falls to the PCs to hunt down the released terror before it can retrieve a relic of the mad astronomer Ralzeros the Overwatched.

Written by James F. Mackenzie.

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 (13)
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Average product rating:

****( ) (based on 13 ratings)

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Very well put together. My players enjoyed this immensely.

Excellent Scenario

****( )

GMed this for the higher tier and we had a real blast with this one.

The scenario is simple. A pathfinder working for the Blakros museum has gone a bit wiggy and disappeared. Find him and whatever ancient horror he may have unleashed and stop it.

The combats were tough but fair (a rare combination in PFS) and we all had a fun even when characters were taking heavy hits. Thumbs up to the author for a good choice of encounters.

There are just two small things that stop me giving this five stars. Firstly, although it fitted nicely into a four hour time slot had there been just a little more investigation it would have been spot on. Lastly, if you have an animal companion that doesn't fly, you lose your companion. Otherwise really good scenario.

Very enjoyable

****( )

We played this last evening with a party of 6 in the low tier.


Hunter 2 (with mammoth companion who spend the entire game as a carry animal statue), Witch 2, Inquisitor 1, Cleric 1, Fighter 1, Rogue 1.

The briefing was interesting, with us being kept waiting before we finally got it, then a sense of urgency was impressed on us. So we're like, if it's so urgent, why make us wait?

The museum was a lot of fun, the rest of the party used a grappling hook and rope to swing across a broken walkway, however my hunter didn't trust it to hold her so give it a good tug before swinging, which resulted in me tearing down part of the roof the grappling hook was lodged in creating an extra mess down in the exhibits. For some strange reason the witch had learned an obscure language so we could decipher the text we found up there.

Gathering the information on the streets we needed resulted in an almost arrest warrant for the fighter for intimidating an addict, and the rogue being told her fortune which made her near paranoid (because someone around her was not who they appeared to be).

The fights were fairly hilarious and ended quick because of action economy


The Merrow got a few hits in on the rogue before being quickly dispatched
The animated statue proved to be the worst opponent of the day, with it's hardness. We fought it on the water level however, since it kinda fell down the hole. I had climbed up, failed my perception check and rolled miserable on initiative, resulting in getting hit by a full attack and taking me down to 1/4th of my hitpoints before I could act. I withdrew behind the hole and the statue followed me, toppling down the hole falling on top of the rogue. We managed to destroy the statue, but not before it knocked the cleric into the negatives. (1st bad thing to happen to the rogue at the hands of her party, as she was standing beneath the rope to catch my hunter if she should fall, as I had caught her before when she was climbing up and failed her check at the top, she wanted to return the favor)
Then we encountered a bunch of walking hands who started to strangle the rogue. The witch's companion (a tiny dinosaur) was send to kill one of the hands so it "went for the rogue's throat" (it failed on killing the hand however). The fighter then used his kukri to slash the hand away from the rogue's throat (See! He's trying to cut my throat)
The final fight started with the casting of a web (by the enemy), the rogue tumbling through the web, the witch burning the web down and us pouring into the room not seeing anyone. During the fight the fighter and the cleric both got paralyzed, while the rest managed to kill the enemy.

The only reason I'm not giving 5 stars is because this adventure is very unfriendly for classes with animal companions of a non-flying variety.

more museum madness


One of my favorites, something terrible has escaped from an ancient prison in the museum, you must track it down. Some potentially brutal fights in this one depending on your party make up.

Mystery Blooper

***( )( )

This scenario fell into tragic disarray when then the players decided to follow their faction missions before

GM only:
The Lantern Lodge's mission is kind of a spoiler since it suggests that the missing Pathfinder "may be" at the a particular tower in Absalom. So the party decided to forgo the first encounter, the investigation, and multiple roleplaying opportunities and went straight into the dungeon.

The party didn't have as much trouble dispatching the encounter in the middle that everyone seems to have trouble with
GM only:
the statue
but as soon as they started thinking smart instead of hard they figured a way to subdue it before the party was wiped.
Overall, I think this could have been a fun. The GM needs enough time to prepare and do extra research on Absalom in the event that the players decide to use their knowledge of the city at the center of the world to solve the mystery in their own way.

1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

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