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Pathfinder Society Scenario #4–23: Rivalry's End (PFRPG) PDF

**½( )( ) (based on 23 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?

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 (23)
1 to 5 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

**½( )( ) (based on 23 ratings)

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A memorable ending

***( )( )

I was one of the players in Quentin's game – see the review below. I liked the concept of the scenario. Stopping a high priority Aspis agent from damage the Pathfinder Society any further than she already has, is a good plot. It's simple, yet effective. Sadly though, she was a bit of a weak foe to face. If her first spell fails, she'll likely get run over quickly. It's a bit too hit or miss for an opponent that gets hyped up throughout a season. I honestly expected more of her.

The plottwist at the end though is great. However it is sad that your actions don't really stick. Regardless of the outcome of the fight, the result will be the same. Still, the look on our faces when it unfolded was probably priceless. Us turning the tide due to my mesmerist casting a successful spell combined with a great follow-up from the rest of the party made us lose our minds. It was a moment of 'did we really just do that?' and filled us with pride and sense of accomplishment.

While it was a bit disappointing at times, it definitely is a very memorable scenario. Based on the ending alone, I'd recommend it. Just don't expect one of the best scenarios out there though.

Somewhat of a letdown.

***( )( )

(I GMed this.)

While my players had fun playing this scenario, I still think things could've been improved somewhat. The story was only so-so, the setting was below par, and the combats trivial (though that might also have been due to my extraordinarily bad rolls).

The story: Maybe it's because I'm not completely read up on the storyline, but the introductory text sort of came out of nowhere. "We found the Spider, she's Person X, go find her." I would've preferred a little more mystery in my opening text. And in the end, after the final encounter (which my players solved really well), the conclusion undoes all of their actions. Also, being powerless to act during "that scene" left my players a bit miffed.

The setting is promising, but ultimately had no payoff. We had a bit of fun roleplaying the gambling den, but ultimately it was inconsequential. It then proceeded into a very small dungeon without much flavour. If you throw in a dungeon, at least make it interesting, I would've expected more resistance from The Spider.

Combats were uninteresting as well. They had a good mix of people, so all bases were covered, but due to the four-player adjustment (and consistently bad initiative checks on my part), the fights were trivial. Hardly anyone got damaged, and I got the feeling my players weren't really challenged. I don't want to make it super hard on them, but considering this is the climax to the storyline, I would've preferred it if the players felt like there's a lot at stake here. Encounters with just two or three enemies just aren't that interesting for a decently built party.

Final encounter::
My players masterfully incapacitated Torch with a Hold Person, preventing him from using any of his two means of escape. In the end, the players felt let down that in the conclusion Torch gets away anyway, feeling like all their actions were for naught. They did get a nice boon, though.

Awful, Awful Scenario

*( )( )( )( )

Just played this game tonight at the higher tier. This ranks as my most miserable experience with role playing. The only reason I gave it one star is because I could not give it zero stars.

I am a fairly new to Pathfinder, although I have been involved in roleplaying since D&D came out in three brown boxes. (About 40 years.) I am seriously reconsidering whether I want to participate in further Pathfinder Society adventures and whether I even want to play Pathfinder again. This scenario is really that bad.

For me, roleplaying is about storytelling. This adventure, on the other hand is about whether a GM can wipe out an entire party. As a player, I found that my character really could not take any effective action against any of the NPC's or deal with any of the traps. Her sole role in the adventure was to stand around, taking ineffective actions, while the GM proceeded to slaughter the party.

From a player's standpoint, this was no fun at all.

Bon Voyage to the Shadow Lodge

****( )

I loved this one... I was sad that the shadow lodge faction was retired, we really should have kept it around one more season.(considering I started playing in season 4 and by the time we got to the Rivalry's End, we were having to rush to get to it and still get the story)
But that's not what this is about, instead it is about a really interesting plot twist to retire the Shadow Lodge faction. I believed everything was pretty balanced and since this was supposed to be an epic conclusion, the final two fights were a bit tough to completely succeed at.

Nonsensical, out of character actions.

*( )( )( )( )

A review a year in the making

This was supposed to be the farewell to the shadowlodge. There are many scenarios, but only one end to the most beloved faction of them all. That one opportunity demanded an awesome finale to go out with a bang, instead it went out with a "Wait.. what?"

Writing a good scenario is hard, writing a good end is harder but... wow did this fail in the second regard. Badly.


The characters actions make no sense. Torch could just as easily have said "Hey! thanks for dropping off the spider. See you tomorrow at the union meeting" made the same bluff check and gotten the information out of her with the party heading off to celebrate. Instead he shows his hand, kicks the dog and rips her head off in full view of the party because... reasons?

After that, the entire 3 year story arch is summed up with.. oh yeah the 10 helps you get over it. Somehow. There NO idea about how they go about this, what that help entails, never mind that its not actually played out, so its going to be added as an after thought at all. This, even moreso than torches neigh guaranteed escape, takes agency away from the player.

There were a few clues that there were something else going on: Torch was wearing clothes and out of the tub, so unless that balm he got from the faction mission in the lantern lodge finale reaaally did the trick, that was out of character for him. There was a doppelganger corpse in the empty room, so it could have been a fake or someone glugging doppleganger blood. A year later though and, as nothing has come of the possibility, I'm going to conclude its bad writing rather than a fiendish plot.

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