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Pathfinder Society Scenario #3–25: Storming the Diamond Gate (PFRPG) PDF

****( ) (based on 17 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

Agents of the Pathfinder Society have discovered the location of a back door into their private demiplane that puts the entire realm at risk of plunder and exploitation at the hands of the Aspis Consortium. Rather than close the access point into their adventuring paradise, however, the Decemvirate sends a crack team of Pathfinders to secure the gate for future Society use... at any cost.

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.

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Product Reviews (18)
1 to 5 of 18 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 17 ratings)

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A flavorful challenge


Above anything else, I have to say this scenario is full of flavor. The mere mention that you're about to visit a sphinx which coincidentally is also a temple to a demonic lord, is enough to set the stage successfully. I was lucky enough to bring my summoner with me, a character who loves riddles, planes and obscure deities. That I was playing out of tier actually didn't bother me and is probably what helped us survive the entire ordeal.

This scenario does a great job at combining scenery with languages, symbols, deities and planes, while at the same time being nothing more than a long but challenging dungeoncrawl. There are a couple of instances for roleplaying with NPC's, but they really aren't the major focal point of this adventure. That said, those few moments can indeed be very fun and memorable. I really do hope to see Teenoch again, though I reckon he/she/it prefers to stay hidden from a certain paladin that was accompanying us.

A word of caution is in order as the fights are indeed nasty. Even on lower tier the first couple of fights hurt, yet it does not compare to the final fight. That one can easily get a character killed, which sadly also happened to us last night. The occultist took a couple of arrows too many and got turned into a lifeless pincushion. I can see why entire parties have been butchered here.

I do have to say that it felt like the real boss in the low tier is not the BBEG, but rather his henchman. Ok, a Fireball can potentially hurt, but it pales in comparison to the damage output of that archer. That is probably the biggest complaint I have about this scenario: the final fight is fun and challenging, but the actual boss doesn't feel like being the boss. I assume this is completely different at high tier though, as is the case with most casters. It didn't stop me from having fun though, and I do recommend this scenario for prepared parties out there.

Fun scenario, though underdeveloped in backstory.

****( )

(I've both played and GMed this.)

I really, really like this scenario, even though it has its flaws. The location is rich in flavour, but you hardly get to know anything about it, other than scene setting. Teenoch is a great character to RP with if your party is so inclined, but otherwise it's a dungeon crawl. Fights are interesting but bland; we're entering a demonic temple, why do we only fight humans and one guardian, rather than actual demons with interesting powers? The final encounter is great because of the use of party composition and chokeholds, but did the lower floor really need to be that big? I'm all for having some room to maneuver, but now we just spent multiple turns getting face-to-face with the enemy while they cast some buffs.

Minor quibble: the first encounter gives you the option to fight outside, but doesn't really give an idea of how the patrols work. I appreciate the map for some visual aid, but the encounter is much more interesting if it's inside, where the enemies are in prime position for an ambush and have the advantage of terrain.

In conclusion: Great fun scenario and I need to see more of Teenoch. Wish the story was a bit more involved and the enemy variety a bit more interesting.

**( )( )( )

Seemed to drag on a lot. I read up on it a bit online before running it, and honestly I kind of expected more. It wasn't terrible, and I don't think anyone really disliked it, but it was pretty clear by the time we got to the second map that they just wanted to push through and get to the end, and all in all ran about 6+ hours.

So much fun!

****( )

Perspective: Player, Subtier 3-4, 5-player table.

This one was so much fun! Yeah, it is a dungeon crawl. No, there is not much RP in it. (With more RP, it would be 5 stars.)

The best things about this scenario:

  • Very cool effects for characters to gain, with upsides and downsides.
  • Incredible terrain.
  • Tough encounters! It is nice to have encounters that last more than 1 or 2 rounds.

  • review of diamond gates

    ****( )

    So I just played in this game last night with 2 level 4 fighters a ninja, a magus, a druid, and 2 clerics and it took us over an hour and a half to get through one room with only one monster the damn statue. Only one of us could do damage since we had an adamantine dwarven waraxe. Unfortunately the one dang cleric didn't want to heal at all so it kept taking us down. It was probably the one encounter I was about to just leave because of. Overall the rest of the encounter was a great dungeon crawl.

    1 to 5 of 18 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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