Pathfinder Society Scenario #10: Blood at Dralkard Manor (OGL) PDF (Retired)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, 6–7).

Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?

Written by Shane Cottom, Steven T. Helt, and Joshua J. Frost

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.

This scenario was retired from Pathfinder Society Organized Play on March 29, 2010. After March 29, 2010, it will no longer be legal for Pathfinder Society Organized Play and will no longer be available in the Pathfinder Society Organized Play reporting system.

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Too Lethal to be Playable

1/5

NO SPOILERS

Because it has been retired from official PFS play, I ran Blood at Dralkar Manor at subtier 3-4 as part of my "Roots of Golarion" campaign that incorporates 3.5-era Pathfinder adventures. Long story short: I can see why this one was retired. It's lethal! It has an interesting approach and I like how it doesn't railroad, but I just don't see most groups getting through it without multiple casualties or a TPK. It delivered one of my player's first ever PC death, and in retrospect it just wasn't a fair encounter. I'm glad Paizo learned from mistakes like this one.

SPOILERS!:

Blood at Dralkar Manor starts with the PCs standing outside the eponymous building, remembering the instructions given to them by Venture-Captain Savarre back in Absalom. Savarre is about ready to retire, and he intends to purchase Dralkar Manor in Andoran with his life's savings. However, Dralkar Manor has been abandoned for years and rumors persist that it's haunted. So Savarre has sent the PCs to see if the rumors are true and, if so, to make the place safe for him to reside in. It's the only PFS scenario I can think of where the PCs are essentially doing a personal errand for a Venture-Captain, and to me it comes across like trying to have the office receptionist pick up your dry cleaning!

Dralkar Manor does have elements of a classic haunted house. There's an interesting and well-written tragic backstory involving dark secrets, and the place is very dangerous. But the scenario smartly layers onto this a storyline involving an evil cult using the abandoned house as a site for murderous experiments. As the PCs investigate the house, they have to fend off its inherent threats and the cultists at the same time. It makes for an interesting dynamic.

I'll start with the cult. There are three main named members, with the possibility of some additional unnamed thugs depending on subtier. As correspondence the PCs may find inside the house will reveal, the three cultists are involved in a love triangle. The subordinate male is an illusionist and hides in the house, using minor glamers to make the place seem more haunted. I thought this was a good touch--the house doesn't have "ghosts" per se, but it helps to explain why the locals think it does. The sole female member of the cult is a rogue who hides (quite well--DC 40 to spot!) in the exterior gardens, and stalks the PCs with the intent to sneak attack if the illusions don't scare them away. The leader of the group, a wizard, is off to kidnap the sheriff of the local town (Alvis) that ousted them. As more correspondence will reveal, he'll return at dawn. This potentially gives the PCs the opportunity to set up an ambush for him. I always like it when scenarios reverse things and give the PCs more agency in how encounters begin.

The unfortunate thing with this cult is that, although we learn some of their interpersonal dynamics, the scenario gives us absolutely no information about what this cult is, what it's called, what its goals are, etc. It's as generic a cult as it gets! I'll also mention now, although the PCs probably won't encounter him until the end of the session, that the wizard is Level 6 and this doesn't change regardless of subtier! (Some of his spell selection is limited at low subtier, but he's still potentially an extremely dangerous foe). A final annoying bit about the cult is that everything about them is in a separate section of the scenario from all of the room descriptions--the GM needs to prepare carefully to incorporate the cultists' appearances as intended. Additional confusion can arise because the illusionist hides in the burned/collapsed remnants of the second floor, and there's also a trapdoor on the second floor leading into one of the first-floor rooms--but the scenario provides no map of the second floor. The fact that the upper story of the mansion is a burned ruin also makes me wonder why the Venture-Captain wants to buy the place in the first instance. He really should have demanded an inspection first.

The house itself only has two encounters, but both are very nasty. First, one of the rooms contains anywhere from 2 to 5 vargouilles (depending on subtier). Vargouilles are low CR creatures, but their paralysing shrieks can completely disable a party with some bad dice rolls. Add onto this that they can then infect victims with a disease that turns them into vargouilles makes them far more dangerous than their CR might indicate. Second, the house's kitchen contains one or more assassin vines. Again, a normal assassin vine is far more lethal than its CR would indicate, but this scenario exacerbates the problem by placing a special advanced assassin vine (with 108 hit points!) at subtier 3-4. That's what easily killed one of the PCs when I ran the encounter. I'm all for not coddling players, showing them that not every battle should be fought, etc., but the way the scenario sets things up is essentially--open the door, there's a deadly foe with 30' reach, it grapples you, and constricts you until you die. I have to imagine either there was no play-testing of the scenario before it was published, or the writers (oddly, there are three of them) played super min-maxed PCs.

Sometimes when I run these retired scenarios, I think that just by changing one or two little things, Paizo could have salvaged a perfectly good adventure. But Blood at Dralkar Manor would take a lot of work to redeem. Although I like that there's a chance for the PCs to turn the tables on the cult, I just don't think this one is realistically playable in its current form.


An RPG Resource Review

4/5

After a chilling tale of a backstory for the DM's eyes only about the fall of a wealthy familiy whose entertainments were the stuff of legend, the adventure begins with the party being summoned by Venture-Captain Juberto Savarre, who intends to retire to their now-deserted estate. However, locals claim the place is haunted with shrieking spirits and things seem to be getting worse, with livestock and even the off vagrant going missing, so he'd like them to check it out before he heads there with his slippers to settle down to enjoy his twilight years.

The manor is quite remote and - if you're running it as a convention adventure or one-shot - is 'handwaved' with the first scene being the party's arrival at the house. If you are using it as part of a campaign you might want to play out the trip across the northern reaches of the Inner Sea, and an overland journey from Augustana. The exterior is unpromising, long-uninhabited the garden is a mess and the upper floor has mostly been destroyed in a fire.

The party will have to gain entry and search the place, dealing with whatever they might find there. There's a floor plan and quite detailed descriptions to aid you in running the adventure, with plenty of clues for the party to find as they try to figure out what is actually going on... including several notes for them to discover. For best effect, print these out.

It's quite a nice sandbox of an adventure: here is a supposedly-haunted house, now get on and investigate it however you please. Various events and responses to party actions are detailed well, and the Faction missions fit in well... and as usual, require Faction members to retrieve various items or information preferably without letting other party members know what they are up to! It has the potential to be quite dangerous, particularly for a 1st-level party, so care should be taken to give them a chance of success. Everything hangs together pretty well and there are reasons for what happens during the adventure, with creatures and NPCs who have their own plans and are getting on with things - a nice touch of realism, they are not just there to give the party a fight (although, of course, they will!). Quite a nice adventure!


Experience players advised

4/5

I enjoyed running this one, (I had the benefit of all those who had run/played it before me).

Yes. this is one tough session, it can be a bit long, but your players will respect you afterwards. Experienced players will help gameplay in some aspects, But there is a good hook to be there (I would have thought a little background on the village closest to the Manor might have been a good idea as well) and really if you are careful you may not kill off a party of newcomers to the game, again knowing your pc's and the enemies they are to fight can really help here.

The Manor gives you enough room to be clever and be appropriately devilish. There are any number of ways the PC's can go about their tasks so it suits any sort of build or group. As a GM really do your preparation for this one; know the skills of your NPC's and make sure you have the map sorted out.

Overall a really good challenge for experienced players coming into PFS from 3.5 - go easy on the new guys.


Deadly Sandbox and only for Pros

4/5

This adventure is not for novices. It's not for Level 1 PCs, who will most definitely get killed.
It's not for novice DMs who can't evoke a creepy atmosphere.
It's not for novice players, who will get slaughtered.
It's long for a scenario.

BUT: It's as close to a mini-sandbox as a scenario can possibly get and, if treated right, one can have a total blast, including the opportunity for the PCs to create an ambush.
The flavor is also interesting.

I liked this one.




1 to 5 of 6 << first < prev | 1 | 2 | next > last >>
Liberty's Edge

As a loyal Andoran I'm really looking forward to playing this one.

Oh and it keeps telling me "Will be available tomorrow". Well today IS tomorrow...

Scarab Sages

Coridan wrote:

As a loyal Andoran I'm really looking forward to playing this one.

Oh and it keeps telling me "Will be available tomorrow". Well today IS tomorrow...

today can't be tomorrow. today is today. it's never tomorrow. ahhhh!

well I hope tomorrow is soon. I love these adventures.

Liberty's Edge

Our group is hoping to play one on black friday so I am too.

Paizo Employee Director of Brand Strategy

Coridan wrote:

As a loyal Andoran I'm really looking forward to playing this one.

Oh and it keeps telling me "Will be available tomorrow". Well today IS tomorrow...

It is currently telling me that it will "be available today." I wonder what it'll say tomorrow!

Scarab Sages RPG Superstar 2013

Looks like it's availbale now. Have at it, Pathfinders!

Paizo Employee Chief Technical Officer

yoda8myhead wrote:
Coridan wrote:

As a loyal Andoran I'm really looking forward to playing this one.

Oh and it keeps telling me "Will be available tomorrow". Well today IS tomorrow...

It is currently telling me that it will "be available today." I wonder what it'll say tomorrow!

Not *your* today—*our* today! (Sigh... thanks for letting us know...)


How many pages are these adventures? How much play do you generally get out of them?


Pathfinder Adventure Path Subscriber
Glennis Murphy wrote:
How many pages are these adventures? How much play do you generally get out of them?

They're around 21-22 pages. Running one of these takes about 3.5-4 hours.


Navdi wrote:
Glennis Murphy wrote:
How many pages are these adventures? How much play do you generally get out of them?
They're around 21-22 pages. Running one of these takes about 3.5-4 hours.

Thanks for that. Not bad value then :)

Scarab Sages RPG Superstar 2013

What I like to do for scenarios like these is keep them fresh in my head for pick up games. I have a bug lately about building the hobby and exposing more people to Pathfinder, as the gaming dollar gets a little smaller, but the gaming pie gets bigger. Pathfinder can compete (and dominate!) with any past time out there, and as experienced players we need to recognize that a marketing mindset will bring new players into the game, which means more money for great writers and artists, and more products to develop our campaigns and one-offs.

So, but Dralkard Manor, or another PFS scenario today, and roll them through your local game store for new players! You'll learn more about the game by teaching it, and the PFS can dominate gaming with just a little extra time and preparation from us.

Cheap! Easy! Good for the future!

Paizo Employee Director of Brand Strategy

Glennis Murphy wrote:
How many pages are these adventures? How much play do you generally get out of them?

I have yet to see one over 17 pages, but I have only played (bought) the first six so they might have gotten longer. As for how much play they provide, I am very active in Pathfinder Society games locally and have run some of the adventures numerous times. The amount of play these provide if used as part of the org. play model is way more than you'd get from even a 32 page module that you only run once.

Scarab Sages RPG Superstar 2013

Hey - I'm a Contributor now! Check out the bling!

Here's to much more..erm..Contributing!


Steven T. Helt wrote:

Hey - I'm a Contributor now! Check out the bling!

Here's to much more..erm..Contributing!

Congratulations, Ancientsensei! I've enjoyed your writing talent on

these boards for some time. Guess it's time to pay to for one of
your contributions.

I'm ordering "Blood at Dralkard Manor" right now.
<click>

Scarab Sages RPG Superstar 2013

Thanks much! I hope you enjoy it. Good luck not killing everyone!

Scarab Sages RPG Superstar 2013

In fact, I'd be interested in obituaries of PCs that bought it during the game. I'm sick like that.

RPG Superstar 2009 Top 32

Why was the scenario retired?

Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Without spoilers: because it killed a lot of low level PCs with regularity.

With spoilers:
It had an assassin vine in it that was responsible for many a TPK of sub-tier 1-2. Its end encounter also utilized a lightning bolt casting sorcerer vs both tiers and the way into the encounter usually resulted in a perfectly setup row of PCs for the lightning bolt to catch them all.

Disclaimer: no official reason was ever given regarding retiring any of the scenarios. This is simply speculation, though "many of these were too deadly" was cited as a general cause for the adventures that were retired.

At the higher sub-tier, or with some adjustments for a home game this adventure would be very cool, for what it's worth.

RPG Superstar 2009 Top 32

Drogon wrote:

Without spoilers: because it killed a lot of low level PCs with regularity.

** spoiler omitted **

Disclaimer: no official reason was ever given regarding retiring any of the scenarios. This is simply speculation, though "many of these were too deadly" was cited as a general cause for the adventures that were retired.

At the higher sub-tier, or with some adjustments for a home game this adventure would be very cool, for what it's worth.

That is what I was wondering about. I know in PFS play, the GMs are extremely limited in what they can do.

But, were I to buy this and run it for my group, I would face no such limitations.

Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Lord Fyre wrote:
...were I to buy this and run it for my group, I would face no such limitations.

Not at all. And it's excellent for dropping into a home game. Spooky, fun, with a good a couple good twists that you can take advantage of for story telling purposes.

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