Pathfinder Society Scenario #18: The Trouble with Secrets (OGL) PDF (Retired)

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A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

Decades ago, an Osiriani Pathfinder named Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder Lodge. He then vowed that no one would ever discover his secret shame. The old and senile Bossell now relies on his assistant Fendel for everything, and the hapless assistant has disapeared into the vaults after reading his master's journal. You've been sent beneath the Lodge to destroy whatever it is that Bossell's lover has become—will you survive his secret or find yourself transformed as well?

Written by Craig Campbell

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 May 24, 2010. After May 24, 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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An RPG Resource Review


Sometimes experiments go horribly wrong, and this adventure concerns one such, as the party are summoned to the Pathfinder Society Lodge in Sothis, capital city of Osirion, to deal with the aftermath of one such that has left a horribly vile creature trapped under the very Lodge itself.

The introduction explains what really happened (and who was responsible), naturally as the adventure itself opens the briefing the characters get is somewhat less informative. All they are told is that they are going to have to play exterminator in the vaults under the Lodge - oh, and the only person who knew what was going on down there has since fallen prey to dementia, the creature having been trapped there decades ago. Apparently his assistant found something in his papers about it and went down there on his own to take a look, and of course has not come back.

Armed with this limited information, the party will have to explore the vaults and deal with whatever they find there. A clear floorplan is provided along with quite detailed notes of what's there to be found... and what will attack! The party should be kept quite busy. It does appear that untoward experiments were taking place down there, and captives held... not quite the sort of reputation that the Pathfinder Society would like to have... and in the best possible fashion, there's a Big Bad to be found at the very end of the vault, just itching for that climactic level-end 'boss-fight'.

It's a good straightforward delve with plenty of opposition to fight. The Faction missions seem implausible in the main, if it's such a dark secret what's down there (even according to the DM's background notes), how have the Faction leaders got the information to make the requests that they have made? The tasks themselves are fairly easy to accomplish, it's just the making of them that wrecks the realism of the situation. Parties who enjoy a good fight will be in for a treat, but that's it. More could have been made of the situation, how it came about and how it might be resolved.

Well constructed? The Boss, that's about it...


I unfortunately have to disagree with Keasar. I bought this one due to the fact, that it was considered to be extremely lethal. My players enjoy challenges, consider most scenarios to be too easy and I am a sucker for well-crafted enemies.
I'm in a similar situation, but my experience has, unfortunately, been different from his.
This adventure, unfortunately, only features one well-crafted thing, and that is the Boss. The premise is ridiculous, the story consists of plot holes and I had to spend about two hours making sense of the background and rewriting it. Even after that, I was hard-pressed to fight with the suspension of disbelief. The final Boss was cool and a challenge, the rest of the encounters screamed "Fireball Formation". Not as bad as "Eye of the Crocodile King", but quite close.
A for Creature, F for the Rest.

A challenging scenario


This mod has well constructed encounters and opponents that actually provide a challenge. I find 90% of the pathfinders mods as easy and provide no challenge to my group.

The story is linear like all pathfinder mods and has a simplistic story. I am fine with that because the mod was actually challenging. To be honest this is what we expect from Pathfinder mods. The authors are limited to 12k words per mod. You are not going to see very good stories until that is increased.

A for Effort, F for Suck


Ooh, where to begin? A subpar dungeon crawl. Monsters with "neener-neener" tactics and abilities and a final encounter which is simply overwhelming due to the boss creature's à la carte menu of "you die" abilities.

If this were in print it wouldn't be worth the paper it'd be printed on.



"Hi, I'm your venture-captain. We have a rat problem in our basement. Go kill everything! Also our senile janitor says there's an ancient evil down there, so be careful!"

And that sums it up. The senile Bossell is a stupid excuse for this "plot". The combats are either too easy, tedious, deadly, or downright superlethal. I honestly don't have anything good to say about this scenario.

If you like mindless dungeon crawling with no roleplaying, no plot, and no idea, this is the scenario for you.

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Joshua J. Frost wrote:
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I like the cover, pretty dress.

I like the change in cover style.

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