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

***½( ) (based on 33 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 (33)
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Average product rating:

***½( ) (based on 33 ratings)

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****( )

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.

Mixed Bag

**( )( )( )

Played this for the first time tonight, and the only reason we survived was because we had four 1st level PCs, so we got the +4 to our Fort. We were not a well mixed group: one fighter, a diplomacer rogue, one pyrokineticist, and a cleric. We were doing just fine right up to the point where we had to make the meeting. Walk down the path, and Fort save vs. the gaze. That sucked. However, not as much as that golem. Wow. Who thought that was a good idea for 1st level? Why not an animated object? Only a couple of us had the speed to outrun it. At +10 to hit and an average of AC 15-17, it couldn't miss. This was a TPK waiting to happen.
Kudos to our cleric who kept us going, and told us to stay prone, while the fastest ones lured it away until we could escape.
The first half, brilliant. The last part, bad.

Sandboxed Death

***( )( )

Perspective: played once, GM'd once

Overall this scenario is a fun sandbox/infiltration mission and Riddleport is always an enjoyable destination with some nice settings/lore. The first half is great. However, it gets knocked down to 3 stars due to the extremely high death probability in the second half.

Now, I do think that death has a place in the campaign, but my feelings are that death should (generally) come from extraordinary stupid or extraordinarily lucky/unlucky dice rolls. I'm also a person who has smoked goggles on my "every character should buy this basic gear immediately" list. Nevertheless, there are at least three places in this scenario where PC death is unusually probable (ie, far above PFS standards):

GMs only!:

1.The basilisk(s). You better hope everybody brought smoked goggles and no more than one PC fails the save, because there's only enough basilisk blood for one stone-to-flesh conversion.

2. The statue must almost certainly be destroyed for the second prestige point, and that's pretty hard to do. Especially when it can one-shot a 1st level character, as I ended up doing.

3. In the upper tier, the statue is equipped with the only tactics section I have ever seen that includes a coup de grace. An unlucky PC could easily become an altar sacrifice.

Still fun, but know that death is a strong possibility going in.

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