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Pathfinder Society Scenario #4–15: The Cyphermage Dilemma (PFRPG) PDF

***½( ) (based on 4 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port.

"The Cyphermage Dilemma" was originally an exclusive adventure, run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year, but has been revised and updated for public release.

Written by Patrick Renie.

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.

Note: This scenario has been updated from its exclusive version for public release. Purchasers have access to both the exclusive version released as Pathfinder Society Scenario #3–EX and Pathfinder Society Scenario #4–15, but as of February 28, 2013, only the latter is legal for Pathfinder Society Organized Play. Except for minor editorial changes, both versions of the scenario are the same; only the legal version of the scenario contains a Chronicle sheet.

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PZOPSS0415E


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Product Reviews (4)

Average product rating:

***½( ) (based on 4 ratings)

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rough but good

****( )

This scenario's a bit clunky. The transitions between encounters aren't quite spelled out, making the GM have to adlib a bit. It could have used another round of editing to smooth out the kinks. There's also a couple of extra fights that really should just be removed or it runs to long and doesn't leave time for much roleplaying. That aside, it features some great fights, pirates, and a tense hostage negotiation.


I Expected Better

***( )( )

I’ve run this scenario 7 times and it’s making a slow recovery from the 1-Star first impression it made. The adventure takes place in Riddleport, a nearly lawless pirate town. The surroundings are very colorful but can be lost on players unless the GM does some research first. I recommend the GM read either the Second Darkness Chapter 1 Adventure Path section on Riddleport or the associated Player Companion as part of the prep work, your players will thank you. Also consider purchasing Pirates of the Inner Sea as the scenario features some equipment from that resource. The scenario spends a fair amount of time on the water, which favors high-mobility (and buoyant) PCs. If you have a social PC you can also have a good time. Non-lawful PCs also fair better in Riddleport. The scenario gets high marks for Campaign Flavor for using Riddleport as a backdrop, and for enabling creative approaches from players. The Faction missions are a let-down, more of the usual find-the-obvious-stuff-and-bring-it-back. My two gripes are with the background and the combat encounters. The background/plot is implausible and takes a toll on the player’s immersion into the situation. The combat encounters are recycled opponents & contrived roles. There was a lot of potential for exploiting the Bestiary 2 and Bestiary 3 here but instead I feel let down. I’m giving the scenario a grudging 3-Star review, only because so far all my players have enjoyed themselves and haven’t felt cheated. However, this is an Exclusive scenario and there’s nothing here that set it apart from any other scenario available for purchase. It took more effort than it should have to fix this scenario, and as an Exclusive release I really expected more.


Complex, not in a good way

***( )( )

Hard to fully comment without spoilers, but this amazing piece of writing, with some very cool skill/puzzle elements, ends up bogging down at points, enough to be annoying for extended eriods before you get back to the amazing parts.


Fun and Games

****( )

Hi, this was one of my first PFS experiences and one of the most enjoyable I've had so far. Id call this a simple little adventure, though most likely the Mod was cut down since I was at a convention and the GM only had 6 hours to complete it.

Still I felt the Mod had a good balance of combat, social interaction and intrigue. I remember using bluff to good effect and being allowed to use surprise to make at least one combat easier, always a sign the GM is open minded and/or the Module has been written with different styles of play in mind.

I appreciated that this story was set in Riddleport since my main character is essentially a Pirate and it was nice to play in a Wretched Hive of Scum and Villainy, where he belongs! Also I liked how one of the rewards on the Chronicle sheet at the end was a small bonus to social rolls in Riddleport due to reputation... that sort of things is exactly what my character wants, respect from his fellow Pirates! Although perhaps other characters or players may not feel the same.

The one negative point I can recall was

Spoiler:
The GM explained at one point that the Pirate Captain was not so popular with the authorities of Riddleport but when we as players tried to contact the local lords we were brushed aside with vague promises of meetings that would never happen and flat denials of aid. As a player I felt this was a bit weak, if the authorities really wanted to be rid of her why wouldn't they grasp any opportunity that came up? Use any tools that presented themselves, such as the pcs? I suspect the matter wasnt covered in the Module so the GM just came up with bureaucratic red tape to stall us rather than allowing our innovation to make the final confrontation easier

In conclusion I think was a nice little adventure, good for a convention based game and the home table. The GM might want to go his own way if his players are particularly innovative but otherwise he should be fine! And if you're playing a Pirate or other criminal you'll love it!!



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