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Pathfinder Society Scenario #4–11: The Disappeared (PFRPG) PDF

****( ) (based on 34 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?

Written by Jonathan H. Keith.

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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PZOPSS0411E


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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:

****( ) (based on 34 ratings)

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Too smooth?

****( )

I played this yesterday in a party of 3 + pregen in high tier. We had an investigator, channeling cleric and a bard and were helped by Jirelle. So there was an abundance of social skills in the party.

Thinking back I think we were just a bit too good for this scenario, everything was rather smooth and therefore it felt a bit bland and not challenging. Was that a fault of the scenario or the GM? Not at all!

The scenario is almost only role-play and allows for a lot of player interaction. However it lacked some tension, a feeling that we could have failed. Maybe the Venture Captain just picked the exact right team for the situation and there was no chance to fail, but for us it wasn't a scenario where you manage to succeed against the odds. The odds were stacked in our favor from the start.

So what do I take away from this scenario: that it is probably a lot more fun with a party that is less fit for the challenge as you are then really forced to think out of the box and get into weird situations. We did our job expertly and smiled, but besides the smirking and joking over certain items and paintings in a bedroom there was little laughter to be had.

Verdict: a strong 4 stars: I love scenario's that have lot of role-playing opportunity.
Main take-away: sometimes it is more fun to play a scenario with a character that is not the best suited for it. Remember that when thinking at the table about that other PC that would have aced the scenario.


Creativity really gets rewarded in this scenario

*****

The first time I heard of this scenario, I was told that this was for 95% a roleplay scenario. Turns out, this was no exaggeration. The amount of roleplay for this scenario is far more than I've seen in every other scenario I've played thus far. This itself makes it a challenging scenario, but at the same time the options and opportunities to get the job done are endless. No playthrough will be identical, even though certain events will always happen. As a player this means you can be more creative than ever, while at the same time making it challenging and fun for the GM as well. If you're just in it to smash and kill things, you'll likely not enjoy this scenario.

Does this mean combats are boring? No, it doesn't. In fact, certain one-trick-ponies will feel useless in one encounter, whereas the second encounter is flatout brutal and can even be a TPK. It's pretty lethal, unexpected and honestly quite original in my opinion. I have not played the 'optional' fight, but based on what I've seen and heard, it's not a walkover either. In short: the few fights you might find yourself in are rather challenging.

That said, this was one of the most enjoyable scenarios I've played and I highly recommend it to others.


Not Impressed

***( )( )

This one is great for rp, but is easily bypassed with good rolls. The low tier combat is lame, but the high tier seems good. The boon is useless to a non-social character. IDK, I was not impressed overall.


Suspension of disbelief required...

**( )( )( )

I've just played that scenario here on PBF. And while I agree that it was a welcome change from combat heavy adventures, there were things in the settings that I found hard to believe.

1/Unknown people, with arms and armor, asking for a meeting with the ambassador in the midst of a social event... and entering the building with all their warlike stuff. No question from the guards. "Want to kill our main Chellish ambassador, mate? No problem! Come inside,it's cold tonight! Nice double handed axe, btw!"

2/same people roaming in the rooms and corridors, heavily armed, no question asked? No alarm raised?

3/Fight in a room: unless you're able to kill your opponent quietly in two rounds, why doesn't someone coming to check on what's happening IN A ROOM SUPPOSEDLY EMPTY?

4/No one in the Chellish embassy will see the difference after your Pathfinder passage (destroyed furniture, missing files..), no one will ever have a clue. So be creative and write "Cheliax stinks" with Turpentine everywhere on the walls.

It would have been better if the characters would have been limited to light armors and light 1H weapons (Sleight of hand to hide them)OR even no weapon/armor and a pure RP/skill/brain game without any combat.
But that is just my opinion.


My favorite PFS seciario

*****

I love this scenario. I really really do.

I can understand that it got some bad reviews. This is no scenario to run cold, as there are a lot of subtle things that when skipped make everything confusing.
This also requires a certain type of player to enjoy.

This scenario is the ultimate roleplay scenario. Its Mission Impossible in the Chelish embassy. Creativity rules here, but that also makes it taxing in the GM. There are a dozen possibilities how the players can go trough this, making every time you play it unique. But you also have to be ready to wing this.

The scenario is very combat light. There are only two encounters:

combat encounters:
First is against either two imps or two beared devils on high teir. While not overly deadly, it can be very frustrating if you have one trick pony characters. Firemage? Too bad. Immunity. Luckily the damage output is very low for the imps (1d4 + poison). The bearded devils on the other hand are plain nasty for level 4-5 (+11/+6 melee (1d10+6 plus infernal wound).

The second encounter is with animated chairs. This encounter is often quite hilarious. The chair is virtually undetectable with perception. It does not move or breath. Its just a chair. So most people are completely surprised when they get attacked.
The chair can be fairly deadly on lower tier. Its got both a slam + grab attack, resulting in constrict if the grab works. With an average damage output of 12, it can go really fast.
Luckily it tactics state that it will release anyone that becomes unconscious.
For second tier the stats of the chairs are the same, only there are three of them.

Combat conclusion: Lower tier, first encounter annoying, second potentially deadly. Higher tier, first encounter potentially deadly, second encounter annoying.

I would certainly recommend this scenario to any GM looking for a good challenge.
I would advice to play this with players that love roleplay and puzzels. The characters they play don't need to be geared towards this (a couple of barbarians may well fare better then a couple of ninjas depending on how they play their cards).

One trick pony characters and players that only know how to murder hobo should not play this. They wont have fun.


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