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

****( ) (based on 27 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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Product Reviews (27)
1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 27 ratings)

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***( )( )

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).

but there's a chase scene

****( )

If not for the awful chase mechanics, I'd give this one 5 stars. If the players succeed at the chase, then you get one of the funnest npcs to tag along with the group. Without that NPC its just a decent dungeon crawl.


****( )

I enjoyed most of this scenario but did not enjoy the fact that we pretty much auto failed the chase. That said, I read up on it after the fact and realized our GM ran the chase incorrectly. The rest of the scenario was a fairly standard dungeon crawl and I enjoyed it.

1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

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