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Pathfinder Adventure Card Game

Pathfinder Society Scenario #3–23: The Goblinblood Dead (PFRPG) PDF

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

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A Pathfinder Society Scenario designed for levels 1–5.

More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.

Written by Jerall Toi.

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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***( )( )

Simple but enjoyable

***( )( )

Mood and setting were okay although there could be more depth than that. The story was a bit too simple.

Some encounters (particularly with the cover monster) were cute, but on the whole it wasn't anything really special.

In short, there was nothing actively wrong with the adventure but it doesn't have enough perks either.

A very enjoyable scenario


I GM'ed this scenario earlier today for 6 level 1 characters and I believe they all had a great time. They really got into the role-playing portion of the scenario and easily spend about 2 hours just talking and doing things. It helps that the NPC's all have different personalities that the players have a chance to interact with. It's nice and divers, making it also pretty fun for a GM. The first encounter took place after two hours, but it didn't seem to bother them in the slightest.

As for the fights, they proofed to be pretty challenging. Tough, but fair. There could have been some casualties, but the players had wisely stocked up on wands and potions of Cure Light Wounds. It was far from a cakewalk. They really had to work together and overcome a significant threat. Even the non-monster encounters were a nice touch, though one in particular is indeed pretty scary to deal with.

I do have to add that I was a bit confused by the optional encounter. The scenario tells you to skip it if there's less than a certain amount of time left. I was thinking of skipping it, but instead opted to ignore that message and have the players face it anyway. In the end, I really don't see why the scenario suggest you to skip an encounter that took this particular party a whooping 10 minutes. It was pretty funny, memorable and quick.

I digress. This was definitely a fun scenario from my perspective as a GM. I also think that it was enjoyable for the players as well, but I can't really rate it on their behalf. Instead I'll just rate it from my own perspective and rate it a well-deserved 5 stars out of 5.

****( )

I played together with Damanta. (review below mine) I only played this, have not GMd it yet.

This scenario has a lot of potential.
Everyone knows there is something fishy about the goods transported, so that sets a nice tone.

During the travels things of course went all wrong and we went to investigate.

The graveyard encounter really ads a ton of flavor and roleplaying opportunity. I can imagine if it gets skipped due to murder hobo-ing, the rating would have least dropped a star for me.

As it was we had good fun. Its a well rounded scenario with each combat getting a bit trickier, ending in a nice BBEG fight.
There is good roleplay to be had if you take the time for it, and the scenario has a good background and flavor to it.

Great for new GM's

****( )

A seemingly fairly straight forward adventure.
We played this in low tier (1-2) last night with 5 players:

Aasimar battle oracle (1), sylph druid (1) with roc companion, human brawler (2), tiefling rogue(2)/wizard(1), pregen ninja (1)

The GM had great fun in portraying the npcs, and while we managed to get all the information out of the snobbish warhero guard, we didn't like him one bit, so he played the snobbish role really well. The others npc's were played great as well, and we had a lot of fun with it.

The final fight was very hectic, because the brawler decided it was a good idea to take 20 to break down a (closed, without lock) door while the rogue was checking the corridor for traps. Said door led to chamber of the BBEG, causing the BBEG to get a few rounds of buffing in and the ruckus alerted another room.

The fight lasted quite a while because we could barely hit the buffed BBEG and the others who joined the fight were hitting hard (GM's dice running hot for to hit), but we managed to take them out of the fight with a wellplaced grease under their feet which they failed to get out for like 4-5 rounds because they kept failing their reflex and acrobatics checks, but not before they put the brawler into the negatives. The poor pregen ninja (who in Rovagug's name thought it a good idea to give him 10 con?) was in danger of dying twice (-9 and -1 respectively) but the battle oracle's healing wand was running hot as well (he consistently rolled 6+ on the die) so we all survived.

In the end a certain NPC we befriended joined us in the fight and was very helpful in the damage dealing department.

We did the optional encounter, we did all the faction missions as well for flavor.

optional encounter:

The haunt was really funny. This was the start of the poor ninja's bad run, as he was the only one to fail to save against it. The oracle saved the day by rolling an extremely high knowledge: religion (28 or something), so I could magehand the skull out of the pit, put it in one of the bags I carried and the druid filled it with water, putting an end to the haunt.

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