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Pathfinder Society Scenario #19: Skeleton Moon (OGL) PDF
Paizo Publishing, LLC
When Pathfinder alchemist Andrax d'Aponte contracted a mysterious wasting sickness, he set his mind to feverishly researching the disease and its cures. With the rare skeleton moon hanging in the sky above Absalom, the Decemvirate sends you to an ancient siege castle outside the city to recover d'Aponte's research notes and inquire about his involvement in recent Pathfinder deaths in Osirion. What you find, however, is a man changed by madness and paralyzed by paranoia and fear. Will you survive the night of the skeleton moon?
Written by Benjamin Wenham
This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 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.
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Product Reviews
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I was a little disappointed in this scenario. The story was a little lacking and largely the PCs had no impact on the outcome which gave it more of a railroad-ish feeling. Although there are a few moments of role-playing, it would not occur to most players what specific actions are needed to affect outcomes later down the line. And when those moments do occur they are rather brief. Atmosphere and tone of the scenario was tepid and didn't really highlight any particular aspects of Golarion's cultures, gods, history, political standings, nations, interesting characters, etc. Further, I was disappointed in the faction quests as some of them were nearly identical and didn't help develop sub-plots to enrich NPCs or flesh out the larger plot. Outside of expected party roles and normal role-playing skills, there really wasn't much effort made to generate moments for individual classes to flex their non-combat abilities. I think I counted a single skill check for the entire scenario.
Overall, I felt like the scenario was a good start but needed to have more flavor by adding in more investigative elements to hint at what is to come, and to reveal what motivates the NPCs. On a positive note the monsters were great fun and should give the players a run for their money.
Don't worry, if your players show up an hour late, don't worry. If it takes forever to draw the map, don't worry. Some ones girlfriend/wife/best friend/mom calls, don't worry. Unless someone has to be rushed to the hospital you'll have plenty of time. It took me longer to prep this adventure and drive to the store than it to run it. Also at low levels a lot has to be forgiven or else it makes no sense. The box text is wonderful (kept it from getting 1 star) as is the creepy setting but even with struggling with the organization it was over in less than two hours. The combats are challenging for four low level players but don't play up.
The title Skeleton Moon would indicate this has something to do with Groetus. But surprise surprise, it has *nothing* to do with Groetus!
Where as the scenario is alright, the map is yet again over-complicated and stupid. I can't fathom what's so nice about round rooms in a D&D/PFRPG environment, which mainly uses a grid? I would also argue the encounters are way too deadly for the appropriate tier.
This scenario would also benefit a lot from diplomatic encounters.
Despite the horrific beat-down my party suffered at the hands of this scenario, when I look back on it I think it was appropriately challenging. The GM will need to do some careful preparation so the PCs have a fighting chance—or rather to have a clear conscience if PCs end up dead (as two of ours did). The plot is straightforward and like PFS#17 Perils of the Pirate Pact it has a lot of holes in it. Fortunately the players don’t care, and most have grown used to not having to dig very deep. Go get this item/person and bring it/them back. The GM is the only one who reads the background and has a sense of the big picture. The fights are a mix of “yawn”, “cool” and “you have to be kidding!” Players will appreciate the classic monsters in the first act. There’s some option for diplomacy vs. combat also. The author did try to integrate some role-play and puzzle solving but most players won’t expect it and it may pass over their heads. Campaign setting flavor is bland, you could place this scenario in almost any campaign world. Like I said, a lot of work is done setting up the backstory which the players never will uncover since it has no impact on the outcome. The map is alright but only integrates the areas where encounters occur and the rest of the castle is missing. Faction missions were a bit unusual this time around. It was nice to see the change but they did not provide a greater challenge.
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Now available!
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Congrats Ben! nice map btw!
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I've been promising to pick this one up since I heard ol' Ben Wenham was writing a Society adventure. He was the first person to pay me for art, EVER, and an awesome guy to boot (and ladies, he's single! :D ). Even those reasons aside, it sounds like an AWESOME adventure.
Now it's my time to put money towards YOU, sir! :D
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Congrats, Ben! I'm looking forward to running it.
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Thank you three.
I haven't seen the finished it yet, but I really can't wait too. I am especially keen to see the finished cartography.
I hope you all enjoy it at much as I enjoyed writing it.
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