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

****( ) (based on 27 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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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Average product rating:

****( ) (based on 27 ratings)

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Overrated

***( )( )

Lodge is a scenario with combat, investigation, and a little puzzle and roleplay.

I found Lodge to be extremely overrated. Sure, there is 5 minutes of roleplay with Valais at the start. Sure, a witty puzzle. And the end had a little twist.

Having said that, it wasn’t that entertaining.

Spoiler:

Length: Medium (3 hours).
Experience: Player with 7 above average PCs at subtier 6-7.
Sweet Spot: TBD.
Entertainment: OK. (6/10)
Story: The story of Thurl was not that interesting. (3/10)
Roleplay: Not that great, basically determining if Valais is a threat or not. (3/10)
Combat/Challenges: Was not that interesting and was very easy for our group. One witty puzzle. (6/10)
Maps: Hard to tell since everything was hand drawn. (7/10)
Boons: A useless boon and a boon too weak to worth remembering. (1/10)
Uniqueness: Somewhat at the end. (6/10)
GM Preparation: TBD.

Overall: It’s OK but doesn’t not deserve 5 stars. (6/10)


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.


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Webstore Gninja Minion

Announced for November!

Grand Lodge

I have no doubt that Thurston Hillman and Paizo staff have a great experience in the works for us!


Thursty, when we were discussing this scenario I had no idea it was only Tier 3-7. Wow. Just wow. :-)


The VC Jorsal story was my favorite in Siege of the Diamond City Thursty, so totally "in on dis".

Starfinder Society Developer

1 person marked this as a favorite.

PAIN!(tm)*

*Possibly reduced by John's touch. No guarantees. ;)

Shadow Lodge

Pathfinder Card Game Subscriber

Looking forward to it Thursty. Your scenarios are among my favorites. :)

Sovereign Court RPG Superstar 2014 Top 32

It's a Thursty scenario, so it should definitely be interesting. I wish that the blurb were a bit more descriptive, though. I really have no idea where this is going to go. Pure speculation, but it almost sounds as if Thurl, Desmire and Torch were working together to combine the Shadow Lodge and Aspis? Egad.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

So unfortunate that the character I played in Siege will not be able to play this one :(

Grand Lodge

1 person marked this as a favorite.

This never would have happened if Torch hadn't retired to sell copper in Rhahadoum.

Liberty's Edge

Rahadoum. Torch is dead.

Shadow Lodge

1 person marked this as a favorite.

GIMME!

Grand Lodge

Matthew Pittard wrote:
Rahadoum. Torch is dead.

He. He. He.

Lantern Lodge

Question about this:

Room B9 Tier 6-7:

The page only notes a single eidolon for Tier 6-7 that is CR 6. Should there be 2 of them for CR 8 or 3 for CR 9 (which is the stated CR for the room for Tier 6-7)?

Lantern Lodge

1 person marked this as a favorite.

Also, as a minor note, the title heading for several pages are for "The Confirmation", although I'm sure that's just from Kyle trying to get more credit for his scenario :P

Paizo Employee Developer

David Higaki wrote:

Question about this:

** spoiler omitted **

In response:
There should be three (3) such eidolons to match the CR 9 of the encounter.
Dark Archive

quick GM question...

Spoiler:
Gorgon's Breath Trap - can bypass this by speaking a name truthfully - how is this communicated to the players? I didn't see anything in the text to indicate giving any hints.

Dark Archive

nm, found the answer in the block text.

Silver Crusade

1 person marked this as a favorite.

The scenario title at the top of every other page misidentifies the scenario as The Confirmation. Oops! :-)

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

Monstrously creepy and delivers on all counts.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Just wanted to reiterate one of the review nit picks, as I prep this module:

Spoiler:
The 10x10 tiles are not cool, 8x8 easy, making two copies would be a cinch, but 10x10 means really 16 pieces of paper a lot of cutting and pasting. I'm going to do it, but I'm going to grouse about it. The mechanic is actually really cool, just needs some spit and polish.

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