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Pathfinder Module: Broken Chains (PFRPG)

**½( )( ) (based on 7 ratings)
Pathfinder Module: Broken Chains (PFRPG)
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The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings.

When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected. Can the PCs recover the missing Eagle Knight before her fate is sealed? Or will the monstrous slavers lairing under Katapesh succeed in their malevolent designs?

"Broken Chains" is an investigatory dungeon crawl adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a fully detailed map and gazetteer of the Garden of Chains—a nefarious slave auction house—and a brand-new demon that can easily be used in any campaign.

Written by Tim Hitchcock.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

ISBN-13: 978-1-60125-461-0

Broken Chains is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (94 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

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Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

**½( )( ) (based on 7 ratings)

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Fun dungeon crawl for PFS

****( )

Fun dungeon crawl. This was run tonight in an 8 hour PFS slot, but it ran to 10.25 hours. Much more fun then the ratings suggest, but maybe it was due to a great group of players!

Broken chains...not as broken as some people say !

****( )

Let me start by saying I gave this module 4 stars...

It could be an easy 5 stars....if the story was tweaked a bit. So as many have already said it has some great story elements ( slavery,pesh addicts and of course the save the hero plot)

any RPG player worth his weight will guess right away that the hero turned to the dark side. In my session I gave the party plenty of clues in the way of handouts

treasure pouch found with the body ( coins a small map and a key)
the heroes journal ( with false information)
and another map found in dungeon ( that is different than the one the found)

these are items i added since i knew my group would quickly guess part of the main story.... and it worked they were so conflicted in their theory the couldn't decide if she was good or bad until the big reveal.any good GM will quickly read this module and make some changes to fit their group...

is it a perfect module- NO

is it a good value- Yes

with a few tweaks you can easily get 2-3 gaming sessions out of this module.

Seems rushed

*( )( )( )( )

I must say, the very beginning of this module is something I really enjoyed...the interaction with the market and the setting presented were pretty fun to play around with, plus trying to figure out what to do. But as soon as we got passed that (which took us about an hour and a half), the entire module took a nosedive for the worst.

Module Details:
It turns into a sewer dungeon crawl, with uninspiring, repetitive terrain and typical monsters you see in sewers, for really no apparent reason at all. I didn't feel like I was infiltrating something as much as just beating some things down. Then after that, it was cultist after cultist, feeling like it was just fluff to add time fighting the same things over and over again. I have nothing against dungeon crawls, but it gets old quick if there's nothing there to keep it interesting. Then, of course, the person who joins you does the inevitable like every single NPC that ever travels with the PCs. On a side note, I also felt the module was a tad easy and a bit too strenuous on casters with spells per day, but you know how that goes... It just felt like a bunch of cliches, random monster tables pulled from other sewer adventures, typical hidden cultist storyline, and then ending with demons, and they were just slapped together and called a module.

A magnificent muddle

**( )( )( )

Tim Hitchcock does twisted great, but Broken Chains never really comes together. The premise of infiltrating a nefarious slave market in the exotic City of Bazaars is intriguing, but the module fails to follow up in any coherent way.

There are some nice nods to the supposed setting of Katapesh, but only small gestures like the meager two page appendix on the Garden of Chains, pesh dealers, and a cameo by a black haired gnoll mentioned in Dark Markets. It is really hard to evoke the flavor of the Great Markets of Katapesh however, when nearly all of the module occurs underground. The trap-filled qanat is an innovative locale, but comes to feel too much like just another sewer crawl with the inclusion of otyughs and other oddities.

The final part really loses its way. I did quite enjoy the demonic plots and grotesques that Hitchcock describes, but ultimately the final chapter just feels like a series of unfinished sketches that only devolve into an unsatisfying conclusion.

A curate's egg

***( )( )

I am a fan of Tim Hitchcock's work and have been looking forward to this.

I think the hook: 'Rescue the hero!" is fine, and not one I've seen before in a Paizo module.

Starting with a non-violent, mini-sandbox involving a slave auction is cool but not for every group.

The dungeon is full of variety and everyone is someone to interrogate. However, the tunnels do have a bit of an old-school random monster population (otyughs, mimic, black pudding, rust monsters, cockatrice, minotaur) and add to the old-school sense of random lethal-ness by being chock full of traps.

Pesh addicts and Pugwampi add to the katapeshi vibe and everyone loves slaying gnoll slavers.

The slow reveal on the Lamashtan cult is nicely done, clues are smattered and will build up a picture over the adventure. The pace of the reveal depending on how alert players are and how many clues they get with skill checks and the like.

But... this is then spoiled by Othine's reveal: the PC's investigations are only foreshadowing for her reveal.

The cult compound is nicely demonic (you immediatel hit upon quasits, minor demons and krenshars). The morlock and howler, though, again feel like random monsters. The traps, rooms and cultists are excellent (graven guardians, voice of lamashtu) but the mid-way BEG, The Midwife, is a bit of a mess (half-fiend jackalwere oracle, anyone? No, thought not). The obvious alternative would have been a flind, or a gnoll with more levels. Even a half-fiend gnoll would have been more fitting.

The black milk mother is horrendous but is a captive and could have been more intriguingly pitiable. She gives birth to advanced hyenas each month but there are no advanced hyenas on the adventure!

Ukrammak should be a party ally (to destroy the ghost) and then Ukrammak and Uthine should both turn on the party: that would better that leaving a ghost-destroying-kit in Ukrammak's quarters frot he adventurers to find.

My thoughts: not a bad adventure but the random monster selection should have been replaced by more cultists, slavers, gnolls, hyenas, flinds and Yaenit Demons.

There are hints of Hitchcock's talent poking through but this feels awkward and ultimately disatisfying.

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