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

****( ) (based on 25 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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Product Reviews (26)
1 to 5 of 26 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

****( ) (based on 25 ratings)

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PFS Meets Mission Impossible


Mission Impossible. That's the best description for this scenario.

The other reviews already covered the great parts of this scenario: Fun mission, great setting, good roleplaying, fun puzzle, fantastic handouts, and out-of-the-box thinking might be needed. If you're a GM or player that doesn't like roleplaying scenarios, do everyone a favor and pass on it.

Somehow our group blundered through this scenario, so if our 2 fighters and cleric can, anyone can do it. But maybe the GM was just being generous. Also, we split the party lots of times, you just have to know when to proceed and when to wait. I think this scenario teaches hard, but good lessons.

”Detailed Rating”:

Length: Short to Medium. It ran 3.5 hours for us, but many other groups were done in 2.5 hours. I think we had more fun though.
Experience: Player with six players at subtier 4-5 with mediocre PCs, several playing up.
Sweet Spot: TBD.
Entertainment: I thought it was fun but the sky's the limit on this one. (9/10)
Story: I really enjoyed the story elements, especially the small details about Zarta. Great handouts. (10/10)
Roleplay: Disappeared has a lot of potential, which may or may not be realized. (9/10)
Combat/Challenges: Easy combat challenges and fun roleplaying skill challenges. Puzzles that were neither too easy or too hard. (10/10)
Maps: The last map could have had a better explanation, but overall, awesome. (10/10)
Boons: This boon is a little more useful and powerful than normal. Having said that, it doesn't make a lot of sense. Why would we be in Cheliax's good graces after we infiltrated and ransacked their embassy? Sigh. Thanks anyway. (4/10)
Uniqueness: There aren't many infiltration missions in PFS. (9/10)
Faction Missions: I can't remember, not even sure they were handed out (season 5). (n/a)

Overall: This scenarios has the potential to either be awesome or crash and burn. For us it rocked. (9/10)

Totally enjoyable, fun, sneaky romp!

I ran this scenario earlier this year. I thoroughly loved the style of it. I will say, this is not a hack and slash adventure! This is espionage at it's best! Yes there is fighting, but not a lot. Lots or role-playing opportunities. Lots of use of skills which don't normally come into play.

If you like to fight and that is all, this scenario may not be the best for you.

[Player] Amazing scenario, a must-play!


My perspective on this scenario is as a player. For reference, I played it in the lower tier (1-2). Be warned, spoilers will follow!

"The Disappeared" is a scenario I simply cannot find anything bad about. I sometimes rave about a scenario because the DM was good, but even with a sub-par GM, this scenario will turn out to be amazing.

What I loved about this scenario include:

- A masterfully-executed inflitration mission.
- Time is of the essence! Pressure based on a limited amount of time available will help with your immersion immensely.
- What's not to love about descriptions? I didn't know anything about the Paracountess before I played this, and I can understand why she's such a major character in PFS. Major highlight on Cheliax and Chelish culture also make this one highly interesting.
- Codes... I love deciphering codes!

As a conclusion, I'll gladly give this scenario a five-star rating, with a wish to see more scenarios like this one.

Story: 4/5
Roleplay: 4/5
Encounters: (including non-combat) 4/5
Mechanics: 5/5

Total: 5/5

This is what great scenarios are like


I have both GMed this scenario and played in it, and I can attest- it does a lot of things right. This is definately one of the "atypical" scenarios where creative players and skilled characters really get the chance to shine over min-maxed combatters. Not to mention the scenario has a great plot that ties in with a fantastic story line, and the signifigance of the scenario's mission gives the PCs a chance to feel like they're somebody in the Society. Definite recommend.

Time is of the essence.

***( )( )

I've played this, GM'd in person and GM'd online with this one.

This is an incredibly exciting scenario when it opens. The idea of infiltrating a Chelish embassy, staying subtle, finding some evidence, and getting out again - all in 1 hour - with the contact of a Venture Captain along the way and some goodies given to you from the start, is a fantastic idea.

It takes a creative party and fast thinking from everyone involved, in circumstances that you won't be used to, to get through this mission.

GMing is tricky here, as the regular rules don't apply and the book isn't great at recommending ideas on how to handle certain situations that are likely to come up.


  • The vent puzzle is very easy. Ways around this: don't show players the vent map and don't assume a square in the vent is 5ft. The book says it takes several minutes to get through - this is the guide to follow. Tell the players you can go left or right here, and point out the markings where applicable.
  • The DR was never really that bad anytime for us - the imps have a reach of 0ft, keep that in mind because it'll help.
  • The coded message will take a significant amount of time to decode. When I played this, the GM allowed us to decode during combat while taking no action during the combat, but in realtime, that was maybe 10 minutes of time in what should have been 18 seconds. Without this, we would have struggled. Both groups I GM'd didn't opt to do this, and struggled severely with time in the records archive.
  • Time limits, and maybe skill DCs, in moving between rooms really should have been better labelled in the book, in bold or something similar. This scenario was a golden opportunity to improve readability for GMs, and they didn't take it.
  • Someone pointed out the whole first paragraph of the first wall of text with Ambrus Valsin actually makes the introduction worse. I tested this, and they were absolutely right. Why set the scene "from what you remember a few hours ago" instead of having it happen immediately?
  • What's the name of the Chelish ambassador?

The one thing I would recommend to every GM is that despite what the book says about time warnings, I would prompt players to ask you more often about about how much time has gone by, because with the differences between realtime, movement time and combat time all being different, it is near-impossible for players to be able to keep track of themselves.

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