Pathfinder Society Scenario #22: Fingerprints of the Fiend (OGL) PDF

3.10/5 (based on 13 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.

Written by Larry Wilhelm

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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PZOPSS0022E


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Average product rating:

3.10/5 (based on 13 ratings)

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Push over of the Fiend is more accurate

2/5

Spoiler Alert

Do not look down below unless you want to know more than a player should know of this module.

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Comments below are intended for the GM only and deal with issues regarding the changes made from 3.5 for which this mod was written and Pathfinder rules which made changes to the system.
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First, the good part. If you are dealing with a high level party i.e. 11th level characters the first encounter can be fun. You can make it quite challenging if they attempt to climb the column instead of D-Dooring to the top to save spells.

Second, I did not like the fact that I had to come up with my own area maps for three of the encounters. I am pretty busy to be doing that.

The encounter with the fighter and his scrubs at the slave camp is pretty useless. Two higher level melee types can end him quickly. He was not given any appropriate equipment for an NPC of his level. Too easy. No challenge.

The mine cart chase never happened. 11th level mage stopped it immediately. They had fun with some new spells from the APG.

Moorlocks and Golem. The moorlocks AC was too low. Not much challenge once the pcs got in close. 11th level tank with adamantine weapon and haste reduced golem to rubble in one round. If the moorlocks stayed away, two mages picked them off with fire, empowered magic missiles, arc lightning.

Finally, the GM must do something to allow the cleric in the last encounter to get his silence spell off. The change from a Standard Action in 3.5 to a Full Round Casting in Pathfinder means that the PCs can pump him full of Arrows, Dim Door in and beat him with weapons, or Empower Magic Missile him before he can complete the spell. This makes that concentration check impossible. And, since his ENTIRE ARSENAL OF SPELLS consists of Silenced this and that, he becomes ineffective immediately. Again, these comments are for the gm who is running at the higher tiers.

A final word. If you are running this game at any level, I would rework the NPCs and give them level appropriate magic items, improve their ACs, and try and provide the Cleric at the end of the module a chance to get a few spells off before he is killed.

This module is too much work for a DM to run when newer modules geared for the Pathfinder rules are available.


Nice adventure, annoying attitude.

2/5

This adventure is interesting: It features a mini-game in the form of a chase in mine carts and some evocative, nice flavor that ties in nicely with Golarion. The fluff is not lost on the PCs, which is a definite plus.

It's a deadly adventure, as already stated in the other review. For me, that's another plus, but this scenario, I repeat, is NOT easy. So far: 5 Stars

There are some gripes I have with this adventure: -The final fight with an intruder to the ruins happens after an encounter with some native humanoids of the place, which is a minor logic bug for me. -1 Star

-The final fight is rather run-of-the-mill and uninspired, especially after the cool chase.

-The faction missions are nothing to write home about. Boring. -1 Star

-There are unfortunately no maps for some encounters. I don't use flipmats and I don't buy map packs. This module tells me to do so: Quite frankly, I felt like it said "What? You don't own those? Sucks to be you - you'll have to make some s!$% up." How hard is it to copy a miniature map of a bit of land into the module? -1 Star

I got the scenarios 21+ as a present from my players. I would have been even more annoyed by the map faux-pas if I had bought this myself.

It was a fun time while playing, but preparing it left my with an extremely sour aftertaste.


Pimp-Slap of the Fiend

2/5

Often my impression of a scenario will change after I run it four or five times. I have only played this one, so I really can’t give it a fair assessment. I’ll say that it was hard. It was a grind, with a rollercoaster up-and-down sensation. I kept trying to talk my party into quitting and going home because some of the encounters were designed to be so deadly. Kids, if you play this make sure there’s a ranged attack PC in your group. ‘Nuff said. I’ll give this scenario points for campaign world flavor, which is shared with the players instead of lost in the back story. As for plot, there really isn’t one. Role-playing, BYO. The maps don’t make a lot of sense because you have to figure them out by their vague descriptions. The maps that were included were nicely rendered and helpful. I think a higher page count and more maps would have enhanced this scenario. All in all, I did not enjoy being pimp-slapped by this author. After I prep and run this a few times I’ll revisit this review and see if I still feel the same way.


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Dark Archive

In Cheliax no less !


Congrats Larry.


Congrats Larry! Must be a great feeling. = )

Sovereign Court

Good one Larcifer


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Thanks guys!

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