Pathfinder Society Scenario #3-10: The Immortal Conundrum (PFRPG) PDF (based on
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for Levels 5–9.
When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea?
Written by Larry Wilhelm.
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.
I think it would be a lot of fun for a 1/2 orc fighter. Sometimes being a "fish out of water" creates the best moments in gaming. Give this scenario a shot, and let us know how it went.
PS I can guarantee that your 1/2 orc fighter will have something to do....
Recently GMed this at the local PFSOP time slot down at the local shop. I have also played this scenario.
Role playing opportunities were great! I really like how this scenario pushed people to RP. We need more scenarios that allow people the opportunity to practice their gift of gab!
The Bad. *SPOILERS*
Click for spoilers:
Combats were rather bland. The First encounter was all about a surprise round where the baddies get their sneak attacks off and try to drop the birthday girl, before moving on to the other people. At the higher tier its touch and go if she dies depending on how well they roll, but after the surprise round the combat dissolves into a fairly easy encounter. The assassin minions don't come with weapons so they unarmed strike for pathetic damage and the Boss assassin is a push over with his poor build. I understand its a first encounter but at higher tier with players having tricks to use, the combat is far to easy and there is no penalty for her dying.
The last combat is by far too easy. The two sphinx shriek, then either use fly by attack or pounce for a grand total of quite easy, the end encounter just did not feel like it was worthy of being an end encounter.
Overall ide give it 4/5 stars
5 for roleplaying 2 for combats.
Some things I'm doing to really make Act I more immersive:
I've printed out the menu, a copy for each player. It's written in a fancy, Garundi-esque, script. Between segments, each gets passed out. I've also printed out placards for each guest. The players will sit as they do at the table, with the NPCs interspersed. This will likely affect checks needed (e.g. dang, I needed to pass so-and-so a note. This would have been easier had I sat next to them.... I've also se tup the area like a board for the game Clue. If someone leaves one area to explore another, they can move their mini to a given area.
The west puzzle, "Marid's Pool", is a retelling of the old "here's a 3-cup jug, here's a 5-cup jug, measure out 4 cups". Thing is, the gaming group I'm running the for includes a guy with a Masters in maths, a geophysicist, a self-run ISP and a trainee policeman. Any one of them is going to find that one stupidly easy.
There doesn't seem to be any story content attached to the puzzle, so I should be able to just swap it out with a different one. Alternatively I could beef up of screw with the existing puzzle.
One suggestion I've had is to keep the puzzle as is, except that the solution doesn't work because the mechanism's broken. The party have to coax the puzzle into solving with some perception and disable device rolls, and a bit of creativity.