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Pathfinder Society Scenario #6: Black Waters (OGL) PDF
Paizo Publishing, LLC
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?
Written by Tim and Eileen Connors
This product is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5). 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 3.5 edition of the world’s most popular fantasy roleplaying game.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Product Reviews
Average product rating:
   
(3.8)
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I was looking forward to this adventure based off the product description. I was a little disappointed over all as the delve went a little too long with excess rooms and repeative clearing of monsters. The saving grace was the storyline and twists I experienced as a player at the end of the adventure.
I do not recommend this adventure beginning players or folks with characters who RP respecting the dead.
My home group enjoyed the atmosphere and flavor text, with several commenting "this would make an excellent set up for a movie!" We spent some time elaborating on the back story descriptions given. It really creeped out the players with the lunatic at the beginning somehow manipulating the spirits of the fallen bound to this accursed place before getting eaten alive by a trio of baddies as the party effectively dangled him out ahead like a tethered goat in a Tyrannosaur pen.
At tier 1-2 it proved to be a bit rough for 2 3rd and 2 1st level characters - one permanent death (1st level 1 XP shy of 2nd level) and one temporary death (3rd level 1 XP shy of 4th) salvaged only due to the surviving characters chipping in cash and throwing a caster level check. The final baddy was a rude surprise for the party...
Awesome! ^_^
If this were only an adventure I would definitely give this four stars, but given that this is designed for PFS play, there are a few tricky things in the adventure.
One, having a RP encounter at the beginning is great. The set up is a wonderful chance for characters to develop their personalities and play up who they are without game stats. But given that it happens up front, it can be a potential time sink if the GM isn't paying attention to how long things are running, and it can be a bit of a bummer to tell the PCs to quit RP for time.
Its a fun scenario, a GM just really need to worry about time (if he only has a typical 4 hour slot to run this in).
I didn't like this one the first few times I have run it, but after my sixth time it has developed some charm. This is an interesting scenario for role-players, but it soon degenerates into a delve. It works best if the GM does genuine prep work. Practice a French or Italian accent for the Venture Captain’s briefing. Maps of the Tri-Towers Yard encounters are absent and must be improvised. Ponder the role of two main NPCs, Lady Dacilane and Deris Marlinchen, and how they might regard your players. Understand that players will say and do unexpected things around these NPCs. Be ready. Try to spin up the creep show aspect and don’t forget to track party light sources and range of vision to unnerve the players when they can’t see what’s moving around ahead in the shadows. You get the idea. The fights may suddenly turn deadly if the players roll poorly. Even what I call the “warm-up fight” in the beginning can cause a few player deaths. I did like the necropolis map and the environmental challenge in the final act.
I ran this two times, and both times it was a really nice experience. It's a dungeon delve, don't get me wrong. Unlike most dungeon delves, it provides a good reason and doesn't go too far with the monsters.
Adding elements to give the necropolis more of a claustrophobic feeling further strengthens the atmosphere. With an already strong feeling tied to the scenario it sums up to a neat pack of encounters with enough opportunities to roleplay and make yourself useful.
An aristocratic lady of dubious virtue, a lost child, dark hallways and the spirits of the dead.
However, the best thing about "Black Waters" are the emotions it may evoke when run properly.
My only quarrel with this scenario is, that it is a Pathfinder Society Scenario - One could have crafted a regular module from the ideas. I would have loved to see more details on the somewhat touching story.
Product Discussion
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Now available!
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question concerning Quadiran faction mission (SPOILERS!):
Thank you for your time.
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The PDF has been corrected and will be uploaded again shortly.
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Joshua J. Frost wrote:
The PDF has been corrected and will be uploaded again shortly.
And so it has been—repersonalize and redownload for the new version.
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Cool. It is a great adventure incidently, and I can't wait to run it. Inconsitancies like that just pop out at me since I like to have a lot of subtext. the way the original was worded hinted at some kind of teaming up of Quadira and Osirion, which could have been interesting.
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