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Pathfinder Society Scenario #7–23: Abducted in Aether (PFRPG) PDF

****½ (based on 7 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

Among the greatest crimes committed during an attack on the Grand Lodge was the abduction of a high-ranking member of the Pathfinder Society. The Society has tracked the kidnapped to another plane of existence, where his captor is preparing to sell her prize to a host of otherworldly bidders. Can the PCs intervene and mount a rescue before the esteemed captive disappears forever?

Content in “Abducted in Aether” also contributes directly to the ongoing storyline of the Grand Lodge faction.

Written by Jason Keeley.

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Will be added to your My Downloads Page immediately upon purchase of PDF.

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PZOPSS0723E


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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 7 ratings)

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This is what a high tier scenario should aspire to be

*****

Abducted is a mix of roleplay, skill challenges, and combat.

Abducted was a terrific wrapup to the season 7 story arc. The locale was exotic and interesting, the NPCs were fascinating (that hopefully make a return one day), cool trinkets, great story, and flavorful combats. And it fits into a 4 hour time slot. You couldn’t really ask for anything more.

The only bad part is we didn’t interact with the Aspis agent very much, didn’t learn her story. Also, I still have no idea why the end boss wanted the mcguffin. So the entire story wasn’t conveyed.

”Detailed Rating”:

Length: Medium (4 hours). We skipped the optional and maybe some encounters that weren’t optional.
Experience: 6 average PCs at subtier 10-11 (2 of them optimized).
Sweet Spot: tbd.
Entertainment: The NPCs and storyline were super amusing. Intelligent fights. (9/10)
Story: Fantastic story, fun, open to great roleplay moments. Some story not conveyed. (9/10)
Roleplay: Mostly this is a roleplay scenario. (8/10)
Combat/Challenges: Intelligent challenges and combat. Not too hard, not too easy. (9/10)
Maps: Looked great at a glance, GM didn’t use them :(. (8/10)
Boons: Good boons without going over the top. (9/10)
Uniqueness: The NPCs and storyline were very fun and unique. Exotic is the best word to describe it. (9/10)
GM Preparation: TBD.

Overall: When you get to level 11, this is what you imagine high level play to be like. (9/10).


Complex but worth it

****( )

I have played this at high tier and run it at low tier. Overall I recommend it and it definitely goes into my "Would run multiple times" pile.

It comes with an interesting mix of social and combat encounters. The locale is unusual, filled with interesting characters and gives plenty of chances to weird out the PC's. It could have done with some art for the venue and/or some of the NPC's you meet.

The combat encounters are potentially challenging and the first encounter will present obstacles unless you come well prepared. It also has a nice twist where you are not just looking to murder things.

The boss encounter is an interesting one but has the real potential to become a bit of a cluster****. She is also pretty complicated to run, even at the low tier, at the high tier she is excessively complex. Even running on low tier PC's moving to engage her were making three or four different saves before they got to do anything.

That level of complexity would make this a 4.5 star review if I could. I am also now entirely done with running Psychic classes, could we have something different please.


*****

Great opportunity for both halves of the social/martial group to shine, with the ROLE-playing and information gathering in the first half and the ROLL-playing and combat mastery in the second half. The endboss is a bit of a challenge to run effectively (at both Tiers, although I only ran this at 7-8) and there are many sub-rules and conditions to remember, so bring your notecards or your cheat sheets and make sure to do your preparation beforehand. This one is great, but it requires some planning.


Has some flaws but still 5 stars and fantastic.

*****

This scenario has some flaws: zero-gravity rules, it has the potential to run longer than normal even for a high-tier PFS scenario, and the final encounter at high tier has nearly 40 effects you need to keep on a cheat-sheet or in your head in order to run the encounter. I think these things are worth docking the scenario at least a star.

It's still a 5-star scenario in my mind and I would run it again high tier in a heartbeat. The ambiance is fantastic, the NPCs are wonderful. The final encounter is tactically complicated and challenging and throws problems at PCs that are surmountable, but only if they think about it first.

Simply fantastic. But play it high tier if you can. Not bad for something that's basically a bunch of errands...


Love it.

*****

The Cons:
There are some missing mechanics (most notably what 0 gravity means for the players, which has since been clarified on the GM boards)

It can feel a bit railroady

Oh and I'm tired of the occult

The pros:

The social part is atmospheric and very cool, and there are definitely some nice opportunities to make the NPCs shine.

Spoiler:
Personally, I liked all the vendors, but most importantly ignore the Profession(merchant) check and play up Tik.

The combats are extremely difficult, but very good. The occult aspect is well mixed onto a character that can take advantage of it, but to do so gives up some part of their power.

In my top 5 scenarios to run all time.


1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

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