Pathfinder Society Scenario #14: The Many Fortunes of Grandmaster Torch (OGL) PDF

**½( )( ) (based on 27 ratings)

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

When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?

Written by Jonathan H. Keith

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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**½( )( ) (based on 27 ratings)

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Fortunate to have played this

****( )

Context: Played and GM’d sub-tier 1-2

Ah, the much maligned Many Fortunes of Grandmaster Torch. It’s such a fun scenario … here’s why!

The Qadiran slave-city that provides the backdrop is different and exotic. A good GM can make it their own.

The adventure is comprised of four parts that can be completed in any order. When GMing this, I found I could leave the players to engage within and between each part much more easily than when trying to guide them from one Act to the next in a regular scenario.

The antagonist in each part is wonderfully described and named. The mini-settings are varied and the tasks to perform are potentially a blast! A special call-out to a chase scene that didn’t use the chase rules. Fantastic! Yes, there is murder and mayhem involved – just like pretty much every other PFS scenario.

On paper the combats look pretty easy. However, the first level group I played with were challenged by the monster encounter and the group I ran for was definitely out of their comfort zone in the secure market.

There are some problems though. The scene leading to the main antagonist is too railroady. I added a ‘bogus’ chase using a published map to give it some dimension. The players lapped it up. There is no map for the factory. However, I found the Warehouse flipmat perfect for this. The ‘reward for honesty’ is lame and fortunately I have not seen anything similar in PFS since.

As a GM, it was satisfying that my group had so much fun with a scenario that has the reputation of GM Torch himself.


Murder Hobos only need apply

*( )( )( )( )

I hate this adventure with a passion. The author seems to go out of his way to promote murder hobo style of play, going so far as to decrease rewards for players who play their characters as good aligned. The adventure is a series of mini-quests that all have a lot of potential, but that potential is not fulfilled. The secured market could have been a lot of fun but turned out to be poorly executed and that is how most of the adventure goes. There are also a lot of details missing the GM has to fill in. The author doesn't seem to even consider the possibility of negotiation for much of the adventure even though logically this should be an option. This is probably the most un-heroic adventure I have ever GMed. I supposed if you had a group of players that liked playing common thugs this might be an okay adventure, but other than that, skip this one.


needs updating

***( )( )

This is a fun set up chasing around town after malfunctioning magic items. But the writing is pretty poor. There's no allowances for non combat solutions, even in several encounters where fighting sounds like it should be a terrible idea. But somehow you can get away with murdering a bunch of people in broad daylight in the middle of what you are told is the most secure market in the world and just walk away without any consequences.
The fights in this, like many of the scenarios written under 3.5 rules are badly in need of updating. The centipedes in particular do not translate to an appropriate cr challenge.


One of the worst

*( )( )( )( )

This one of the worse scenarios I have had the misfortune of playing. It is so badly written in some scenes and screws parties over for doing what is standard for any adventuring party. I recommend avoiding this one.


I liked this one!

****( )

I GM'd this one, and I know for at least one of the players, this rates as one of the best scenarios in that character's six level career.

Specifically, he was playing a "for the highest bidder mercenary" type (think Jayne from Firefly), and working his way through the markets and getting to roleplay that character to its fullest potential allowed him to shine through in ways no other scenario had until that point.

I applied some creative embellishments to the encounters that made them much more RP oriented. Specifically, in an early encounter with a gang, this one PC ended up vying with the leader to take control of the gang. After being successful, he donned a "yellow sash" and began to spread his name and his new gang identity about town. Later, he confronted a number of guards in a factory who recognized the gang and more interesting roleplay transpired.

This could easily be a 1-star or 2-star scenario with another party who doesn't have well-paired concepts and an opportunity to roleplay them out. The combat encounters will be trivial as they are using dated 3.5e mechanics and things with far too few HP for most PF parties. I'd say you could have a lot of fun if you have a couple "grey" neutral-aligned PCs who want to play up their characters and have a romp in an urban scenario. Save playing this one for the right PCs if you can and you'll potentially have a pretty good time of it...


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Now available!

(Actually, available last Wednesday, but we didn't say so here.)

Sovereign Court

Hey, not fair Josh! In the UK we have been away at Conception running the Pathfinder Organized Play for the last five days. (It was great and all the 5 slots I ran were 200 percent over subscribed by players.)

I would have snapped up these two recent modules with the rest of my January purchases and used the voucher you sent out. Now I try to buy them and the "Add to shopping cart" doesn't work and the expiry date has passed. Why didn't you make these new modules public last Wednesday?

Paizo Employee Chief Technical Officer

Angel Gabriel wrote:
...the "Add to shopping cart" doesn't work...

Sorry—I broke that earlier today. It's fixed now.

Angel Gabriel wrote:
Why didn't you make these new modules public last Wednesday?

They were available. I was too busy last week to send out a notifying e-mail, but we did mention them in our store blog all weekend. We just didn't create a discussion thread here.

The last Wednesday of each month is the scheduled date for all scenarios, by the way. (I can't promised they'll never be late, but that's the scheduled date, and Josh and crew work hard to meet it.)

The Exchange

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Maps Subscriber
Vic Wertz wrote:
Angel Gabriel wrote:
...the "Add to shopping cart" doesn't work...

Sorry—I broke that earlier today. It's fixed now.

Angel Gabriel wrote:
Why didn't you make these new modules public last Wednesday?

They were available. I was too busy last week to send out a notifying e-mail, but we did mention them in our store blog all weekend. We just didn't create a discussion thread here.

The last Wednesday of each month is the scheduled date for all scenarios, by the way. (I can't promised they'll never be late, but that's the scheduled date, and Josh and crew work hard to meet it.)

They were only available for pre-order when I checked earlier and now they are available for actual download so they would never of been eligible for the holiday discount.

Paizo Employee Chief Technical Officer

Wintergreen wrote:
They were only available for pre-order when I checked earlier and now they are available for actual download so they would never of been eligible for the holiday discount.

That was just a display issue; the product was indeed available for purchase. (You can't actually preorder a PDF on our site.)

Liberty's Edge

Wait, tier's 3-4 and 6-7?!?! What happened to tier 4-5?

The Exchange

I played this at Pandemonium this weekend. Overall it was fun, but I had real ethical problems with my faction's assignment. Rather than commit a purely evil act (and as a cleric risk serious alignment infraction) I declined the opportunity. I know Pathfinder is morally grey, but are good aligned characters simply not practical? It was only my 3rd Pathfinder, and the GM was fantastic.


NotMousse wrote:
Wait, tier's 3-4 and 6-7?!?! What happened to tier 4-5?

This is Tier 1-7, meaning it plays in Tiers 1-2, 3-4, and 6-7. If your APL (average party level) is 5, you can choose either Tier 3-4 or Tier 6-7.


GamerChick wrote:
I played this at Pandemonium this weekend. Overall it was fun, but I had real ethical problems with my faction's assignment. Rather than commit a purely evil act (and as a cleric risk serious alignment infraction) I declined the opportunity. I know Pathfinder is morally grey, but are good aligned characters simply not practical? It was only my 3rd Pathfinder, and the GM was fantastic.

There will occasionally be missions that PCs won't want to do and that's totally okay. We didn't create the faction missions to be guaranteed successes every time--whether that's from a PC morality choice, a skill roll, etc. You should be able to succeed at more than 75% of your missions in a season, but we don't guarantee any amount.

The Exchange

Joshua J. Frost wrote:
GamerChick wrote:
I played this at Pandemonium this weekend. Overall it was fun, but I had real ethical problems with my faction's assignment. Rather than commit a purely evil act (and as a cleric risk serious alignment infraction) I declined the opportunity. I know Pathfinder is morally grey, but are good aligned characters simply not practical? It was only my 3rd Pathfinder, and the GM was fantastic.
There will occasionally be missions that PCs won't want to do and that's totally okay. We didn't create the faction missions to be guaranteed successes every time--whether that's from a PC morality choice, a skill roll, etc. You should be able to succeed at more than 75% of your missions in a season, but we don't guarantee any amount.

OK, that's fair enough. :) I don't ever expect 100%.

The Exchange

Ran this for a group during MegaCon 2009, just after running Silent Tide for the same group. Was neat to see a continuing character and be able to breath life into it. The group did really well with the exception of a misfired alchemist fire in a certain room making the whole town dive for cover as the refinery went ka-boom! Awesome!
Everyone survived, and had a great time. Definitly some return business here for the new players in the party. Eagerly looking forward to GenCon this year and running some more of these.

RPG Superstar 2009 Top 32

Can this scenario still be played in light of Rivalry's End?

Silver Crusade

Is there a sequel to this where GT calls in his marker? If so I'd like to know so I can request my GM to run it.

Sovereign Court

Pathfinder Adventure Path, Card Game, Class Deck, Starfinder Adventure Path Subscriber

Yup, Torch calls in his favor in 1-45 Delirium's Tangle.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Lord Fyre wrote:
Can this scenario still be played in light of Rivalry's End?

What this guy said. I've got an ex shadow lodge character I'm playing and I'm wanting to know if this is a good scenario to run him with in light of the fact that, after rivalries end he's kind of looking to kill Torch or bring him to justice.

Scarab Sages

Pathfinder Roleplaying Game, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Torch is fast, Torch is cool...

RPG Superstar 2009 Top 32

1 person marked this as a favorite.
doc the grey wrote:
Lord Fyre wrote:
Can this scenario still be played in light of Rivalry's End?
What this guy said. I've got an ex shadow lodge character I'm playing and I'm wanting to know if this is a good scenario to run him with in light of the fact that, after rivalries end he's kind of looking to kill Torch or bring him to justice.

You point out a serious problem with the way the Shadow Lodge was dissolved. It left a lot of hatred for Torch, this effectively invalidates earlier scenarios like this one.

Of course, I also feel that disbanding the Shadow Lodge was a mistake. It provided a good foil for the Grand Lodge faction.

Sovereign Court

Lord Fyre wrote:
doc the grey wrote:
Lord Fyre wrote:
Can this scenario still be played in light of Rivalry's End?
What this guy said. I've got an ex shadow lodge character I'm playing and I'm wanting to know if this is a good scenario to run him with in light of the fact that, after rivalries end he's kind of looking to kill Torch or bring him to justice.

You point out a serious problem with the way the Shadow Lodge was dissolved. It left a lot of hatred for Torch, this effectively invalidates earlier scenarios like this one.

Of course, I also feel that disbanding the Shadow Lodge was a mistake. It provided a good foil for the Grand Lodge faction.

You may be right in the fact that it may have invalidate this one, but think about life... sometimes we think we are on one path and then something happens that changes that path. My players loved this scenario because it told the beginnings, (This area has only been organized since January and started with Season 5 stuff, so I have been taking them on a trip through season 0 and season 1 scenarios AND story arcs. The first arc, they loved. This one I believe that are loving as well... :D

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