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Pathfinder Society Scenario #5–04: The Stolen Heir (PFRPG) PDF

****( ) (based on 31 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

Written by David N. Ross.

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 (31)
1 to 5 of 31 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

****( ) (based on 31 ratings)

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Political roleplays

****( )

A very different PFS module overall.
All roleplays with easy combats, more rely on political argument than skills, that's a great job.

As many social scenarios, not enough guideline for GM, need to be creative and eloquent. And better for a 4-man-team. If you prefer combat, skip this, you don't get too much to fight.


Excellent on all fronts

*****

I wasn't sure what to expect from this scenario. In hindsight I have to say that it far surpassed any expectations I had. There were numerous memorable NPCs. Some are more detailed than others, but they make for great role-play potential.

The encounters too were simply good and well-written. This scenario does a great job showing that straightforward maps can still provide a nice challenge. The tactics and, at times, environmental effects go a great way at making things memorable. Unlike some of the more recent season 6 and 7 scenarios, they are not complicated and simply work extremely well.

Combine the above with a good storyline, and you got a scenario that is just a pleasure to play. As such I highly recommend it to everyone, except for murderhobo's. They wont do the love that has been put in the scenario justice.


**( )( )( )


A human story

****( )

I played this a year back and now I'm reading it through with an eye to GMing it. It was in fact the first PFS scenario I played, and also with a paladin. After seeing quite a few "paladin panic" threads, I was a bit nervous about what it'd be like to play a paladin in PFS.

This was a really fun scenario to play. We had a nice GM who brought the tale in a pretty upbeat manner, and we had generally nice-people PCs all, so that pushed us to approach this scenario in one way. Now that I'm reading it, I see it would also work well for a much more cynical party, leading to a different ending but also achieving mostly complete success.

I'm particularly impressed by the mood and humanity of the scenario. It's got a very post-Revolution US vibe to it; the whole thing is still new, working out the kinks, and not everyone is playing nice. There's idealism and conspiracies both. People make mistakes because they're human. These aren't black and white villains and heroes.

"Under the hood", it's a somewhat railroady investigation, but not annoyingly so, because the direction of the trail makes sense. I think it's a good investigatory adventure for players who aren't hard-nosed veterans of the genre. The combats aren't really difficult or grim. Again, that's very beginner-friendly.

I certainly plan to run this.


Roleplaying and intrigue

*****

I may be biased towards this one because I have run it three times. It's an investigative scenario. It's possible for it to feel railroady, as there is a clear direction to go, and most groups will do things in mostly the same order, but there is some freedom to investigate and look around to try to uncover what's going on. There are some surprises, although many people who either see them coming or think they saw them coming (because we have all heard many kidnapping stories over the years, and there are only so many plot twists you can do with them after a while), although I have seen some groups speculating that what's really going on isn't what's really going on. There are a few NPCs in this one that are fun to play as well.

The combats are fairly lightweight in this one. Indeed, depending on your group's approach, it's almost possible to get through it with but one (not very hard) combat, roleplaying your way through the other encounters. To my mind, this is a plus, but if you're the sort who likes a meat grinder with hardcore combat from beginning to end, you're probably not going to find this scenario to your tastes.


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