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Pathfinder Society Scenario #5–09: The Traitor’s Lodge (PFRPG) PDF

****½ (based on 26 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city’s defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons’ offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion.

Content in "The Traitor’s Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.

Written by Thurston Hillman.

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:

****½ (based on 26 ratings)

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Amazing atmopshere.

*****

(I played this.)

There's not much I can say that hasn't already been said. The NPC is fantastic, the fights are cool and use interesting environments, the setting is great, and the atmosphere is AMAZING. This is probably one of the creepiest scenarios I've played so far, and it works. In fact, everything in this scenario just clicks together to form something greater than the sum of its parts, I feel. Highly recommended.

One thing though: the main villain will be a lot creepier if you've played a certain Season 7 scenario. As it is right now, she's kinda faceless, but I managed to connect the dots and suddenly the implications became a lot more interesting.


*****


Engagingly Creepy, and Well Put Together

*****

A highly engaging scenario that sends a pathfinder team into a seriously creepy abandoned laboratory to recover valuable information, and have to high-tail it out of there once its demonic owner comes back.

Highlights include the tie-in to Night March of Kalkamedes, the stiched-up half-demonic ex-pathfinder who made for some great moments, a series of well-described and seriously creepy experiment rooms where you're never sure whether anything is going to leap out and attack, and several tense combat scenes.

The best part is when the party finally made it to the final vault... only to discover that

Spoiler:
their arrival triggered an alarm which would quickly have their old nemesis teleport in, so they had to rush back through a shaking lab which caused several display cases to open their hostile content, and ran straight into the arms of the guardian above. Deciding to run rather than fight, with two teammates covering their retreat, they barely made it out of the maze alive.

Overall, it's well-written; the traps, combats, and other elements tie together well; and the premise of "get the info and get out" is a nice change of pace to many scenarios of "go there and kill the bad guy". Highly recommended.


My Favorite Scenario to GM

*****

Played and GMed twice this scenario, and I would happily GM it again.

This scenario lives and dies based on how you RP the main NPC. Her main hook is absolutely brilliant, and she turns what could be just another faux-creepy dungeon into a deepling unsettling delve into horror by adding a human element to it.

Are the fights hard? Not for any table I've run or played at, but they dont matter. Get the GM equivalent of a character actor if you want to play it, and revel in the creepiness.


Awesomesauce!

*****

As I was prepping to run this scenario again; I have to say, this is one of my all time favorite scenarios. Why? Good thing you asked:

1) Plot - The story is absolutely fantastic and unique. It has some hooks/references to other scenarios/events but is solidly able to stand on it's own without character or player knowledge of the others. The environment this little adventure takes place in simply oozes with the creepy vibe you want the characters to feel. The sinister nature of the area can be played up by the GM to great effect, and there is the potential for danger for even the most optimized of PC groups.

2) NPC - You'll know the one when you play/GM it... There is just SOOOO much potential. SOOOOOOOOOO much potential.

3) Encounters - Awesome. Only one I would say is of standard "look monsters" fare, all the others have something very unique about them. The BBEGs (as I'd say there are 2) are both AWESOME. There is a nice combination of combat and skill/knowledge based encounters as well.

4) Chronicle sheet for PFS has something other then yet another +1 cloak of resistance on it. Very cool. (sorry no spoilers here...)

5) This scenario's main area of exploration and investigation is able to be built with Dwarven Forge (or other brand) terrain pieces to good effect. Obviously that shouldn't be a concern of scenario designers, but I like being able to use them every once in a while even for PFS games. Especially when it's a custom map and not an existing flip-mat.

Thumbs up all the way for this one!


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