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Pathfinder Society Scenario #4–14: My Enemy's Enemy (PFRPG) PDF

****( ) (based on 8 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it, and what they find may signal the resurgence of an enemy thought long defeated.

Written by James Olchak, RPG Superstar 2012 finalist.

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 (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 8 ratings)

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Such fun!

*****

Ran this for tier 3-4 (with the 4 player adjustment). It was such a great scenario to run and for the players to play through. It used the classic "investigate then attack" formula. The investigations weren't particularly difficult, but those with mad skills (instead of just average skills) received a little extra for their efforts.

The meeting with the Sczarni takes an unexpected turn (at least, my players were surprised) and leads to a very satisfying mini-dungeon crawl.

Do watch out, though, the final encounter in this one was almost lethal for my party of all level 3 characters. They didn't realize until almost too late how deadly it was. Fortunately for them, though, they pulled out the right tactics in the end and were victorious - even if half of them were unconscious and bleeding!

Right amount of intrigue and the right level of combat challenge. Great work!


A Cracker of a run in Magnimar!

****( )

Good times to be had in this investigation adventure I the Varisian city of Magnimar. My table ran in high tier and consisted of a Rogue 5, Wizard 5, Cleric 7, Bloodrager 6, Barbarian 6, and Dragon Disciple 7.

The combats in this one can be tough, but if they are thought through.

First Combat:

Spoiler:
Antaios is stealthy enough to get by some folks and if he does, the damage can be crippling, my group tried to pin him down by the loading dock door, but were threshed about, they eventually took him out at range.

Later on:

Spoiler:
Chawda, and Terliss can make a powerful combination, especially if Terliss is able to get off a few sneak attacks or if Terliss can aim his wand of Fireball and do what he needs to, the fireballs can be deadly to a mass of foes. The wizard fell to 2 such CL7 Fireballs, thankfully he was able to raise with Prestige and money.

The investigation element of this is actually quite smart and succinct and roleplaying in this one is a delight, albeit minimal.

A solid 4 and a half star effort on this one!


One of my favorites in Season 4

****( )

The comparisons to CSI: Magnimar aren't too far off the mark for how the scenario begins. You've been called out by a guard, there's been a murder, you have a classic NPC at the scene as a witness to talk to. Your GM should milk roleplaying this NPC as much as possible, because she is absolutely classic.

There's more NPCs later sprinkled throughout the scenario. There's literally the opportunity for roleplay all throughout this scenario, which gives it great pacing moving from lows to highs back to lows and highs again.

The combat encounters are all well designed and interesting. There's no mundane fights in this one, each and every fight will be memorable and challenging for its own merits.

I've both played and run this scenario, and when I ran it at the 6-7 subtier, the players were on the ropes, with multiple PCs at the brink of death. Folks were standing and biting their nails. There were cheers. A good time was had by all (I hope).


CSI: Magnimar

****( )

Just got back from running this at the low tier... overall it's not a bad scenario. Lots of great roleplaying opportunities and a chance for knowledge skills to shine, but also some potentially challenging combats for the combat folks. It also has one of the coolest-described rooms I've seen in a dungeon (one of the players even mentioned this after the game).

Despite the investigative beginning and dialog options, the players are very much on rails through the entire thing, and it shows. There's also not much the PCs can do to affect any sort of outcome aside from making one fight a little easier.

Spoiler:
The last fight was a letdown for us, but that was mainly on me... completely forgot about the natural attacks on the alchemist that let him threaten adjacent squares. Can't dock the scenario for GM mistakes.


****( )

I'd say a solid 4 stars, (I'm very picky about giving a 5 star). It was pretty good, and I enjoyed it almost the entire time. Of all the more RP investigatin scenario's I've played in, I think this one did it right, (with the exception of the door).

The Door <includes partial answer>:
This was really our only big hang up, where the entire party was sitting there about 10 mins straight and just not knowing what to do. Essentually its in the basement of an abandon temple of the wind and wave, sort of a burial temple chapel for sailers. The door has an inscription (in ancient varisian that apparently no one in the entire gang up above can translate, which gives the only clue. (Our DM missed that you can try to uMD it, too), but otherwise you essentually have to figure out that the potion of rage you found earlier is required to be drunk, (assuming you didn't drink it in a previous fight or turn it in as some evidence or something), AND also be able to remove an Arcane Lock on the same door. That's it, if you don't get all of that, and misng any one part is the issue, means you simply can not proceed. Period. If my character had been a level lower, we simply could not have made it, as I just happened to have Dispel Magic'd the Arcane Lock, but I bombed the Linguistics roll, and no one else had the tained only skill. We literally spent about 10+ minutes trying to find a solution (after all that), even going as far as to try to 5th Element the door with wind and water.

I really really liked the alleyway "encounter", as it is a great way for the more good and heroic characters to show, as well as a way to build up the PFS I loved that it shows to most people, Pathfinders are not heroes at all, and generally not well liked by the common man, (appropriately). The traps in the later parts sound amazing, really adding to the fluff, and really incorporating the map lagistically. I'm kind of sad that we completely bypassed one in particular, as seeing it actually go off would have been worth it. Masterfully done.

Other than that, the combats where fun, the story was interesting, and although I really don't care much for the AC/PFS/rogue SL main plot for this season, it was interesting in spite of that. In my opinion it gave the area a much better sense of ambient flavor throught the various NPCs and set up than basically any there scenario set there so far. This one, in my opinion, stands out as a good one for season 4, from a player perspective. It actually reminds me a lot of some of the earlier scenario's, in a good way, so if your a fan of those, you'll likely like this one. If your a fan of season 4, there is still a lot in this one for you, too. If your looking for a combat heavy/brutal scenario, it's probably not for you.

@ Jason S, I'm sorry you had a poor time with this one. I don't mean to argue or put down, but it sounds more like the issue was your DM than the scenario itself. Most of the time, scenarios do not include all the possible ways that could work, but rather hint r guide the GM to what should not, and leave it up to them to decide. With the spoiled portion above, I had nearly the opposite experience.


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