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Pathfinder Society Scenario #4–07: Severing Ties (PFRPG) PDF

***½( ) (based on 35 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.

Written by Ron Lundeen.

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 (35)
1 to 5 of 35 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

***½( ) (based on 35 ratings)

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Good roleplay opportunities, potentially OP combat in the second half

****( )

Just played this at the high tier, our party consisted of my lvl 4 Kitsune Trickster Rogue, a Monk, a Warpriest, a Druid, and a Fighter. Since I had the best social skills I was chosen as the leader of the group and handled most of the roleplay elements. While they weren't particularly difficult it was tremendously fun to go through the roleplays to collect the items and have a free pass to basically be the biggest jerks we could to try and smear the name of the Aspis Consortium with the people in town. The only reason I'm not giving this 5 stars is the combat in the second half, we were playing high so the first trap didn't kill us immediately but I can see it being a big issue for low lvl characters, and we were only really saved by a lucky wild empathy check from the Druid, we never made it through the second combat but the visual of this Druid commanding a pair of Basilisks was awesome. Overall I'd say this is a great scenario, just don't be surprised if you end up leaving the table with a few dead characters

Good first half, terrible second half

**( )( )( )

The first half of the scenario is fun and interesting to play, with a variety of roleplaying options. The second half of the scenario involves two rather difficult encounters for low level characters, and the final 'mission objective' can only be achieved by completely ignoring what you're told to do in the beginning (which is NOT to murder people).

Started out fun, but the last half of the adventure has made it my most-hated scenario of any I've played.

****( )

Good roleplays, but not well-balanced combats

****( )

Roleplaying is the strong point, I love Calistria and Cayden so much. GMs would like to add more flavors in it, also highly recommeded for home games.

However, the combats are too deadly for low level players, you fail the save, get petrified then do nothing further, just run high tier except you really hate your players :(

The story and map are fine, but need a lot of guideline or players wouldn't know what to do to get pps.

Brilliant! Just not for first level characters …

****( )

Context: Played and GM’d subtier 1-2. APL in both cases was a smidge under 2.5

Ron Lundeen’s writing is fresh, creative and evocative. He is also not afraid to put players under pressure. I like that as both a player and GM – others may not and that’s fine.

The premise for Severing Ties is original and fun. The setting is the well-documented pirate town of Riddleport, the details of which are used to good effect by the author.

The scenario is split into halves – a roleplay-heavy beginning and a combat-heavy ending. So theoretically there is something for everyone. The group I played in had a good mix of role-players and roll-players and everyone seemed to enjoy themselves. I GM’d a combat-loving group and despite my best efforts, they were pretty …. well … bored by the end of the first half *sigh*

This changed with that first encounter in Part 2.

The final fight was an epic, one last roll of the dice between success and a TPK. The hard luck PC made the clutch roll to down Big Bad and save the others ... And there was cheering! There was laughter! There were backslaps all round! This my friends, is what PFS should be about.

Because of the difficulty of ‘those two’ encounters, I would not run this for first level characters or novice players, which knocks a star off an otherwise excellent scenario.

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