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Pathfinder Society Scenario #4–01: Rise of the Goblin Guild (PFRPG) PDF

****( ) (based on 29 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.

Written by Matthew Goodall.

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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PZOPSS0401E


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Product Reviews (29)
1 to 5 of 29 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 29 ratings)

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A challenging low-tier dungeon-crawler

****( )

A while back a friend recommended this particular scenario to me and added the words 'especially if you're an alchemist'. Now, I had been wanting to play an alchemist for a while and I immediately jumped at the opportunity to test-run her today. I was not disappointed.

Now, I see a fair few reviews complain about the chase scene. When the GM described how we were to handle that section of the story, I too struggled with how much fun that would be. It didn't sound like fun and mostly just dice-rolling without a sense of action. Luckily for me, the NPC made my alchemist angry by going through her stuff and jumped out the window, only to get hit in the face by a bomb upon landing. My alchemist clearly wasn't amused and instantly solved the whole chase scene with a single action. None of us complained.

After applying some.. creative.. interrogation techniques to this rather hilarious NPC, we entered the dungeon-crawling portion of this scenario, bringing her with us just because we could. There's little story after this point and the fights are a bit random, but they sure are fun and diverse. Our party was lacking damage and everyone but me managed to roll below 10 most of the time, so we were challenged more often than not.

A special mention should go out to the BBEG, who is absolutely brutal on low tier. A crit send our makeshift tank to -10 health and our cleric was quick to follow after a normal attack. I'm convinced that it would have been a TPK had my alchemist not been around. Like my friend said, this is a good scenario for an alchemist, as they are likely to get a lot of goodies. Being able to set the enemy on fire and forcing them to try and extinguish the fire instead of actually fighting, really prevented a lot of pain and helped us avoid a massacre.

Honestly, I really like this scenario. I am going to disagree with some other reviews and say that due to the enemies and their tactics, newer players can easily bite the dirt. The scenario also does not have a great storyline, and while some NPCs are quite frankly a hoot to interact with, I wouldn't say it has amazing role-play potential.

However, it is certainly a better than average dungeon-crawler, albeit one that can be considered a little bit too linear. Looking back I have to admit that if I hadn't played an alchemist, I probably would have had less fun, even on characters I really enjoy playing otherwise. Taking all of this into account, I think a final rating of 3.5 Stars is fair. As that's not an option, I'll round it up to 4 instead.


Let them catch her!

*****

You know who I mean!

Context: Played and GM’d sub-tier 1-2

When I played this, we didn’t catch her and this scenario was an above average dungeon crawl with a tense BBEG fight. Call it 3.5 stars.

But when I GM’d it, the players caught her (I didn’t let them – they rolled well). And this is when the adventure began to shine.

The roleplay was over-the-top hilarious, with the party adopting her as a mascot – the party barbarian carried her on his shoulders all game – even after they gave have her a flaming torch to carry …

GM: Are you guys sure you want to do that?

Muah-muah-ha-ha-ha!

Interestingly, the players I ran this for found the early dungeon encounters challenging, but steam-rolled the BBEG fight. Go figure. Thanks for a great scenario, Matt Goodall!


Average

***( )( )

Played this at low tier. Party was a Rogue, bard, bloodrager, druid (with owlbear) and I think the last was a cleric.

The scenario is a fairly heavy railroad where the events of A lead straight into B and so on. Normally this wouldn't bother me but this time I found it a little forced. That is my only grumble.

The combats were ok and quite fun, but there needed to be more room for the role play. We overran out slot by half hour because we made sure that we spoke to certain NPCs and got a lot more out of it. The venue was happy for us to do so but we had to rush the end because of it (our fault not the scenario). it would have been nice to shrink the dungeon elements down to increase roleplay opportunities though.


Does not handle modern 4-5 well

**( )( )( )

I played this last night, and truthfully, I felt like this was kind of a dud. I'm not sure if it was poor prep by the GM (which definitely detracted from my enjoyment) or just the way it is written, but this felt kind of like a cakewalk in tier 4-5.

Party comp was a Bloodrager/Investigator, Barbarian/Oracle, Kitsune Swashbuckler, Halfling Swashbuckler, Skald, and Cleric, all 4-5. One of them had an owlbear companion, as another player with a pet ape left it back at the house.

The adventure is divided into two parts, linked together by several scenes for rp. First, the now defunct faction missions lead into a chase scene. The table was in an uproar because no one has experienced consistent ruling for chase scenes. -_- This was my first, so I can not comment on it. This might lead to a captured goblin, which you can interrogate. This leads to a diplomacy check with an NPC, which leads to the dungeon.

The dungeon is a standard series of rooms filled with stock monsters. I will say there were some clever traps laid out for those who like to charge into melee, but when the bulk of the npc's are incredibly weak for tier, it's a cake walk for experience and prestige.

I feel like this was meant to be an evergreen with a high tier tacked on. Again, my experience could have been soured by an ill-prepped GM, but otherwise, this likely rates as one of the worst scenarios I've played in terms of pure enjoyment.


PFS 4-01 Review -- unexpectedly fun

*****

Just got done playing this at my local Lodge. This was a hugely fun module, with unexpected twists, turns, some nasty surprises with a good ol' fashioned dungeon crawl. I liked how some of the dungeon crawling was abstracted out as well as the implementation of chase mechanics.

This was played in low tier (1-2 levels).


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