Pathfinder Society Scenario #17: Perils of the Pirate Pact (OGL) PDF

3.50/5 (based on 24 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 the Black Marquis lost all of the men he could trust on a failed treasure hunt, he did the only thing he could: turned to the Pathfinder Society for help. Offering an ancient lost text in return for assistance, the Black Marquis of Deadbridge sends you deep into the spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates and recover an ancient treasure for the Society. You'll face brigands, pirates, spiders and more—but will you survive the perils of the Pirate Pact?

Written by Matthieu Dayon

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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PZOPSS0017E


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Average product rating:

3.50/5 (based on 24 ratings)

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Great setting but not challenging enough

3/5

I may be alone in this, but i feel that the players should come to play each PFS session with the understanding that, unless they are cunning, strong,attentive, skilled, cooperative, and even lucky; their characters could die. It is my belief that this urgency provides a much more rewarding experience for everyone. this scenerio contains a very well written plot, but the encounters are much too easy. great for first time players.


4/5

I've run this twice. I think it's a fun module to run and it has some interesting encounters. I think the maps and the story are easy to follow for the DM. I liked it as a player and as a DM.
I disagree with the comments that its boring. I think its a fun module.


4/5

A functional and atmospheric scenario. It's well-written and the encounters have a nice variety to them.


Railroadexpress of the pirate pact...

2/5

This has been one of the most boring scenarios EVER. The premise and flavor is interesting, but my players realized what it's all about after the first hour. After that, everything went downwards and the final fight was ridiculously easy.

Boring for both GM and Players, the flavor saves this mod from being a complete waste of money and time.


Rapid Rails!

3/5

I've run this twice now and both times worked well enough.

The good: Several of the encounters had interesting terrain features and other possible dynamic elements that could add more flavor to the situation. There was also a kind of “skill challenge” which everyone enjoyed. An the threats against the characters were varied and didn't amount to just raw damage, but instead having condition effects which give more layers to the encounters.

The bad: It was a very railroady adventure. I know it is difficult to avoid doing this within the confines of a 4 hour time slot, but I have seen it happen. There really wasn't any ability for the party to approach the situation from a variety of different methods. How everything was linked made sense and was fine, but the player quickly realized they were in a rail game and just sat back and enjoyed the ride.

Also, there was one too many encounters. In both games we ran over time which made the end a frantic affair of summing things up and filling out certs as quickly as possible. This is even after I drew the encounter maps on square inch grid paper in advance.

Overall everyone enjoyed themselves, but the rail structure and little breathing room to roleplay knocked it down a couple of notches.


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Now available!

Dark Archive

Joshua J. Frost wrote:
Now available!

Added!


joela wrote:
Added!

<< Drumming fingers nervously >>

I can’t wait to hear your comments on that one…
Sure hope you’ll find it to your taste!


What does this scenario include?
How much information on Deadbridge and the Echo Wood can I extract from this?

I want to extend the Echo Wood map in Thornkeep all the way to Deadbridge, spread the sites around a bit and add a few encounters.

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