Pathfinder Society Scenario #45: Delirium's Tangle (PFRPG) PDF (based on
15
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).
The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years.
Written by Crystal Frasier
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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I've run this a couple of times and enjoy running it. The end boss can be a lot of fun if the GM makes good use of his abilities. The first time I ran it I thought the maze skill checks were too hard, then I reread it and caught the find print. If 3 players make aid another checks and aid a 4th making the survival roll, the DC is pretty reasonable unless you have a party where everyone is WIS 7. I think transparency with the skill checks is needed.
This is the worst scenario I have ever played. The battles are far too easy to even be fun. Enemies can't hit you at all regardless of class, and the mod decides that having more of them would somehow make it harder.
The bulk of the scenario involves making incredibly almost impossible skill checks for the level of the scenario. Fail the skill check, and there's most likely a trap. It's the most passive scenario that could be written. Move, roll dice, accept that you can't make skill check, take damage.
Players have very little input into what happens in the game. Not to mention the rewards/penalties for failure. Under no circumstances should you ever play this mod.
I just played through this scenario and oh how I want to give it a 5 star. BUt I am said to say I cannot
The back story is fantastic but I had to wait until the end to tell my players because the scenario never does. This really would be better suited as a full fledge module.
The maze has all the potential to be amazing but instead is just a bunch of skill checks, that are either to high for the party to get often or to low to matter depnding on group size and level.
The traps are interesting (besides the pit traps) but make no sense. computer operated door in pathfinder? WTF?!?
Finally the battle are a joke, the entire time the game promises a massive battle with a hundred enimies but fails to deliver more than one or two at a time. The Boss, like the maze is either easy to impossible depending on the party. We killed him in two rounds and with only one person even affected.
Again, I loved teh concept of this and was really excited to try it out but it failed to live up to the promises.
The concepts, ideas, and environment surrounding Delirium have great potential. Unfortunately, the execution of these concepts doesn't meet this potential, and what should have been a journey through the weird and fantastic, is in fact a stroll through the mundane.
The puzzles in Delirium are both solved by multiple (15+) consecutive skill checks that require very little in the way of player thought, interaction, or decision making. Rolling dice for the sake of rolling dice, until you get "10 successes" isn't interesting or fun (for me anyway, I suppose the other reviewers are easier to please). It's just 'meh'.
The maze:
In practice, the maze is either solved by:
1) A player "taking 10" and getting strongly assisted rolls, which allows the party to avoid all encounters in the maze (essentially the party automatically solves the maze).
2) The party encounters every filler encounter (which is also undesirable).
Either way, the maze is boring, which is exactly what the author was trying to avoid.
Although 'mazes are boring', mazes with a few simple puzzles that players can think about, are not boring. As much as "The Darkest Vengeance" is criticized for its (broken) puzzle, I think they did it right in the sense that it required some player input combined with some skill checks... now that's fun! The simple puzzles in Silent Tide are also fun. But this is not.
Another major problem I have with this scenario is that the players will never learn the (interesting) back story behind this scenario (unless the GM makes a major change to the scenario, or reads the back story to them at the end, lol).
Regarding the encounters, they're extremely easy, but more importantly, the majority of them aren't interesting. When I say the encounters are easy, what I mean is that six 1st level PCs could easily beat the scenario at subtier 4-5. I wish I was exaggerating.
Encounter details:
I would have preferred to cut the first two encounters out altogether, make the vermin non-combatants and allow the PCs to complete their faction missions. These encounters are just time wasters.
Regarding the maze, we're in a place that warps time and space, and the best we can come up with are... Morlocks and pit traps? Seriously? What a lost opportunity for some great storytelling. That maze should have had 1-2 simple (player solved!) puzzles combined with a roleplaying encounter (to tell us the story of the maze).
Regarding the optional encounter, it's a shame that it's optional since it's the most interesting encounter of the scenario! Great environment, great concept. Having said that, we're in a dream state and we fight... a giant leech? LOL. Again, with a little imagination, this encounter could have been so much more, especially because the GM can trash the PCs with very limited consequences.
The clever door is another series of consecutive skill checks, but it's more exciting than the maze because of the time factor. Since other skill checks are allowed to open the door (and the party will find a wand of water breathing), the encounter just seems dangerous when in fact it's not (it's basically for show), but I suppose it's better than TPKing your group.
The end encounter is simply too easy, it's highly likely the BBG will die in 1 round. I'm not sure why the author and designer didn't see this coming. His spell selection could be improved, for example being buffed with Mage Armor would help his survivability a lot. The box text is lacking as well, instead of being someone interesting, the BBG is just another crazy guy to kill. *Yawn*
I might seem overly harsh but unfortunately I just don't think this scenario will be satisfying to myself or my players (without major modifications). Everyone would leave the session saying "Is that it?". Not only was this scenario too easy, it just failed to be interesting. For me, what makes it worse is that the scenario had the framework to be something special.
A well balanced adventure for the most part. My only issue was the ending fight was a bit under-powered for our group. We played the 1-2 tier, so the higher one may be different. If you haven't played this one, it's worth it.
Delirium's Tangle offers the player characters a well balanced array of challenges wrapped up in a classic dungeon setting, but with a rich enough atmosphere and background story to stand apart from the simple dungeon crawls. The combat challenges are varied and not too deadly. Furthermore, skill and ability use play a significant and well thought out part in the module.
Though the scenario features a solid backstory tied into current and past affairs of Absalom, the opportunity to share it with the player characters through roleplay or otherwise are not established in the core module, but is left up to the Game Master to explore. Bridging this gap could take this scenario from good to great. If you are GMing this module, check out some GM guide suggestions.
Aside from some few rules errors, Delirium's Tangle is a well-executed dungeon crawl through a maze. The DCs seem a tad too high for Tier 1-2, and the combats feel easy regardless of tier.
The BBEG is an imaginative opponent who actually puts up a fight and isn't dead in just one round. Faction missions aren't all that good though.
I'm struggling to decide whether this is a 3-star or a 4-star scenario. It's something in-between.
I recently had the pleasure of running Delirium's Tangle for a small group of very experienced players with mostly 3rd level characters, playing up to tier 4-5. After a delightful evening's play, it was a definite 'thumbs up' for this scenario.
The scenario seems to be perfectly fitted for a group of characters with diverse skills and abilities. Some of the faction missions do seem a bit abstract (like mapping a labyrinth, which the characters never really explores anyway due to the "maze mechanics" used in the scenario) or a bit hard to accomplish due to the very specialized skills needed, but by cooperating the group completed all the missions nonetheless. The final confrontation with Abysiel, however, is really a masterpiece.
Given the oppertunity, I am definitely looking forward to running the scenario again.