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

****( ) (based on 24 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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PZOPSS0318E


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Product Reviews (24)
1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

****( ) (based on 24 ratings)

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Don't Go In Under Powered

**( )( )( )

From a player's point of view, this was probably the scenario I have liked least of those I have played. We played 4 characters at tier 4-5, the arcane spellcaster that ran with us was only a level 3. I felt that the scenario encounters leading up to the final battle were fine if somewhat frustrating. However, the final showdown at the end was far more deadly than I have ever encountered -- so much so that it felt like a no-win situation. Granted, in retrospect we did not prepare as thoroughly as we might have and we did not have six characters to improve our mix, but it seemed that no matter what we could have done, someone was going to die. Based on the linear (railroad) tracks of the adventure, there was no way to work around it.

My suggestion to those who might still play this: bring a big party with a good mix of skills/spells to improve your individual PCs survivability and be prepared for the worst.


Great fun as a player, complex for GM

****( )

I'm relatively new to GMing, but this is a challenging (but very fun) scenario. BBEG can be very deadly, and lots of other fun settings.


***( )( )

Let me start by saying that I haven't run God's Market Gamble, this is coming from a player stand point, so take that for what it's worth, but but GDG was the worst pathfinder society scenario I have ever played.
I've never felt so railroaded into situations that work against the players so badly as in this scenario. And the worst part is that where most scenario's give players different moments to shine, GMG forced players to perform in situations that they were poorly suited to. At one point in our adventure there were mandatory checks for characters that were actually impossible to make, and by the time the final encounter rolled around and we were already into several rounds of inept combat, I looked around the table to see the GM was the only one having fun, everyone else had this dejected look on their faces that all seemed to say "Why are we even playing this stupid game?"
Now don't get me wrong, it's nice to be challenged once in a while, but it only ever feels like a challenge if there's something you can reasonably do to overcome it. This felt more like being kicked while you were down. Actually, this felt more like being told you were down, and then being kicked for it.
It seems a lot of GMs like this scenario quite a bit, because the villain is actually competent and has good tactics, but it's good to remember that more often than not it's more fun when the villains plans go sideways and you get the better of them. And trading fun for the players for fun for the GM is a poor way to get people to keep playing.
Now I know scenarios can differ with different GMs and different party composition, but I've had nights that were complete failures feel more like successes than this scenario that we did manage to succeed at.
Also, we did play at the low tier, so things could be different for a group of more experienced pathfinders, with a few more tricks up their sleeves.

UPDATE: So I thought it might be a little unfair to judge the scenario from just having played it, and having now read through the scenario twice, I've come to realize it was a number of bad GM calls and improper implementation of the written material that handcuffed our PCs more than the actual write up. As such it goes from 1 star to 3, still think some of the original complaints are still valid, but it was probably the GM interpretation that turned it into such an aggravating adventure. Just goes to show how much a bad night for a GM can affect a game.


The mod that made me stop GMing PFS for a while

*( )( )( )( )

I am baffled by the high ratings this mod is receiving.

1. The much touted open ended format is a smokescreen. Players really have very limited options about how to go about this mod. It's very much on rails, despite pretending not to be (which is worse, really, because it invariably leads to confusion).

2. The clues that lead you, during the investigation sequence, from one thing to the next are conspicuous and barely logical.

3. The fights are absurdly easy.

4. There is a kind of cool environmental danger scene, but ultimately if you run it as written it is mostly just tedious.


Top 5 Classic

*****

Here is where season 3 shines compared to the disappointing paint-by-numbers of season 4. You have a rich background, multyiple choices as to how to proceed, some skills, some combat, and a sense of mystery and intrigue the whole time!


1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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