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Pathfinder Society Scenario #3-18: The God's Market Gamble (PFRPG) PDF

****( ) (based on 31 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.

Written by Dennis Baker.

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 (31)
1 to 5 of 31 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

****( ) (based on 31 ratings)

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Great Absalom CSI


MY FAVORITE INVESTIGATION!! not even one of them. Played and runned in tier 4-5, both and enjoyable time as player and GM.

Pathfinders have to follow up clues to find out the criminal who commits relic robberies. Mix with roleplay(I love the halfing girl) and combats, every characters can find their role, not really skill-dependant and relies on roleplays. Take long time period, I both played and runned aroung 6 hours, but you would feel time go fast cause the well-paced acts, not even one useless part.

I suggest run in high tier, not only the BBEG has some deadly abilities, but also possible to do creative works with spells to drive your GM crazy :). As an arcane character, you may always have something to do to make the scenario even more fun, without the risk to break it.

5 star module without dealt.

Fun, but some issues with the mechanics and overly deadly to some

****( )

Well, I died in the final fight, as a L3 slayer playing down. But I got better, and had a good time all afternoon.

It's an investigation, and those are tough to write. You want actual difficulty, so finding clues shouldn't be guaranteed; but if the players miss a clue you don't want the scenario to quietly grind to a halt. I think this scenario handles that fairly well; there are some backups but also rewards for doing things right the first time.

At first things don't make much sense, but as your investigation proceeds, you get a relatively full picture of the story behind the scenario. As it should be.

This scenario is rather demanding on skills, particularly at low tier (no scaling). Do not expect a perfect score like in many other scenarios; this one is harder. In the notorious chase, this can be an issue. Hopefully your GM has read the (several!) threads in the GM forum where some remedies are offered to keep everyone in the game.

I would advise against playing at level 1. A stray max damage or crit might kill you. Also don't recklessly play up. Your opponents have a lot of vicious tactics. Standing to the back of the party and hoping you don't get targeted doesn't cut it here. You need to have some clever tactics of your own.

**( )( )( )

I really can't fathom how this gets on so many peoples top scenarios lists. The basic premise is all right I guess, and there were parts that I enjoyed in it. I even think that the GM did a decent job with the scenario when I played it, but it just felt like whatever we did... didn't matter.

Capture this guy we are looking for... he gets an arrow through the neck and dies while we are staking out the place he's supposed to meet his employer.

Stage the transport of a religious icon to draw out the enemy so we can capture them... it leads us to some dirty counter-trap.

I've actually never felt like an adventure was more rail-road than this one, even when you aren't given options. Perhaps it was the way things worked out for us and seeing through the illusuion of having options made it "feel" more like we were being railroaded than I would have felt otherwise.

Perhaps if I read it to GM it I might change my mind about it... I just didn't enjoy playing it enough want to GM it.

***( )( )

Just finished this module as 1 lvl character. So... It`s truly deadly. Warehouse is nice trap of mass death (we stepped right in the fire trap and it gone to round 10 and all warehouse on fire and we, choking and can`t do anything,) and last ecounter is even more (we had absolutely no range characters so we leaved it with one dead man). Was running as 4 men party. The most mad scenario i ever played.

Entertaining but leaves you desiring more

****( )

Entertaining but smart gamers will easily break this module. Entertaining baddy chase. Conclusion is formulaic but crunchy.

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