Pathfinder Society Scenario #45: Delirium's Tangle (PFRPG) PDF

3.50/5 (based on 26 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).

The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years.

Written by Crystal Frasier

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 Pathfinder Roleplaying Game.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPSS0045E


See Also:

6 to 10 of 26 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

3.50/5 (based on 26 ratings)

Sign in to create or edit a product review.

Interesting with a bit of a drag in the middle

3/5

I have mixed feelings about this one.

It's an interesting scenario, with a good setup, and a couple of very interesting set pieces. The combats are fun. However, in the middle, there's a bit of a slog that can very easily come across as a slog. I suspect that the two times I've run this, I just wasn't ready in the right way, and should have done some extra prep beyond what was given in the scenario to keep the slog from being a slog but making it more interesting. I might also "cheat" a bit on the middle part

spoiler for GMs:

Instead of rolling for the random encounters when they happen, choosing them; or, at the very least, avoid having repeats. Alternatively, allow for a couple of repeats, but write up some fluff for myself that makes them different atmospherically.

If you have players who are going to metagame and think overmuch about the mechanics during the "slog", they will start whining that there's no way around some of the things that they get thrown into, and the scenario will become a bit of a downer. (That's what happened one time I ran this.) It will take some serious GM finesse to keep them from getting irritated and complaining about the writing during this.

However, the penultimate and final encounter

Spoiler for GMs or those who have played it:

The trap with the locked doors and the room filling with water, and the final showdown with the big bad

are both quite interesting. The penultimate encounter was a nailbiter that we barely got through when I played it, and remains a memorable FPS moment for me.

I'd give this one 3.5 stars; rounding down to 3 in this case because of the players who've come away with a negative impression because of the slog. I might round this up to four stars if I run it again, coming in better prepared as Damanta suggests below, and hoping for a group of players who are game for atmosphere and anticipation of peril.


Looking into the face of fear

4/5

This was an adventure that started out with an abstracted dungeon crawl, a mechanic that I always prefer to slowly going through room after room with nothing in them. The chase scene through the dungeon was one that I hadn't done before, with a mechanism that I was unfamiliar with, but still worked fairly well. Encounters were done well, but with 7 people playing up, the early ones gave us a taste of combat, but were left wanting.

Now, what gave me my first taste of real fear in a PFS module. The trap room. This was a trap that could have gone very very badly with everyone in the party dead. I fear that this trap will remain with me forever and will cause me to spend unnecessary gold on items that will either negate or mitigate its effects.

The final encounter? Challenging! I wasn't sure that we would actually be able to pull off the final fight without at least one character unconscious, but with tenacity and teamwork we all made it through.

There were scary moments which kept us all on our toes. All in all, this was a fantastic module that could have used a little more party interaction, but was entertaining and left an emotional scar in me. Four stars!


Requires a good GM and willing players

4/5

This scenario falls or stands with a good GM and players willing to roleplay instead of running from combat to combat.

We played this last night as a group of six:

Level 1 shaman with caiman familiar, level 1 rogue trickster, level 1 ranger (longbow user), level 1 summoner with quadruped eidolon, level 2 hunter with mammoth companion and a level 3 brawler.

Combats were over with the enemy getting maybe 1 turn in initiative due to action economy from the players. It was good fun still.

The maze however was amazing, our GM prepared well which made the descriptions we were getting after a skillcheck really nice. We tried several different kinds of checks but in the end defaulted to perception as then everyone had a chance to use aid another.


So, a maze eh?

2/5

While I don't mind the premise as most adventures with Grandmaster Torch have a flair or weird situation involved in them, this one was lost on me.

The combats for upper tier were much too simple, with a full party (2 barbarians, a Slayer, a Sorcerer, a Bard, and my Cleric) the only real decent Combat came after you left the maze proper.

If you have a GM with a flair for the dramatic, it might work better, but if you also have a group that prefers a bit of action, then miss this one... The maze is just a bunch of skill checks, which does not make for a thrilling adventure...

Not horrid, but there are better ones out there.


Lots in here

5/5

This scenario has a fantastic amount of depth to it. While the combats are a little easy (until the end) they provide a sense that the danger and difficulty lie elsewhere. I love the way the scenario places importance on skill checks so that less-combative players get the spotlight. The ending is absolutely spectacular, really pushing the PC's to think of combat in different ways than normal.


6 to 10 of 26 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Announced!

Paizo Employee Franchise Manager

Awesome! Ever since Crystal's started blogging for Paizo I've been eager to see her name on something. I can't wait.

Silver Crusade

Pathfinder Adventure Path Subscriber

+1 Yoda. I hope Crystal does the art as well :)

Liberty's Edge

Is there a description yet?

Paizo Employee Chief Technical Officer

emperor799 wrote:
Is there a description yet?

{scrolls up} Nope. Not yet.


We typically add the descriptions when the PDF goes live.

Sovereign Court

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Any news about this scenario? It is not visible from the list of Season 1 scenarios for the Pathfinder Society, no date given when the scenario will be available...

Grand Lodge

It was supposed to be available today, but since the folks are on the west coast, I doubt that anyone has made it into the office yet to throw the switch on this. Check back a little later today.

I have to admit though, I was just as eager to see it this morning too.


We don't specify a time when it will release on the day of release.

It should be out later this afternoon Pacific Time.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

It might be worth checking what's actually displayed as the release date. Before it vanished from the page, it was saying it was going to be released yesterday in Auckland/Pacific time.

From experience over the last few months I've figured out that that means another day's wait past the given estimate before the release, but people could get frustrated by something like that.


Most scenarios release on the last Wednesday of every month Pacific Time. That's as specific as we can get, unfortunately. This scenario will likely be up in the 3-to-4 hours.

(And I say most because sometimes unforeseen things prevent the release of a scenario on time.)

Paizo Employee Chief Technical Officer

Paul Ryan wrote:
It might be worth checking what's actually displayed as the release date. Before it vanished from the page, it was saying it was going to be released yesterday in Auckland/Pacific time.

Right... we set the release date in the system but, by default, that date begins at midnight Pacific Time. I've adjusted it so that the system now expects a 6PM Pacific Time release for all Pathfinder Society Scenarios. (That's not to say that that's necessarily the time they will be released, but it should at least do a better job avoiding wacky date line issues like the one you pointed out.)

RPG Superstar 2008 Top 32

Joshua J. Frost wrote:
(And I say most because sometimes unforeseen things prevent the release of a scenario on time.)

The unforeseen things have been defeated, and this scenario is now available.


Ross to the Rescue!

RPG Superstar 2008 Top 32

yoda8myhead wrote:
Ross to the Rescue!

Don't give me too much credit. (The 'unforeseen' may or may not have been my fault.)


Can you get Erik to finish Requiem for the Red Raven?


All in good time. And by good time, I mean I won't release him from the cage with the computer in it until that good time has come.

Liberty's Edge Contributor

My very first PFS scenario, up and available for all. One of my friends described it a "steampunk elf bondage with cthulhu overtones," so I hope everyone likes it.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Crystal Frasier wrote:
My very first PFS scenario, up and available for all. One of my friends described it a "steampunk elf bondage with cthulhu overtones," so I hope everyone likes it.

That sounds ... disturbing.

goes to check it out


I did not prefer this module. It felt as though a 4th edition writer tried their hand at writing a Pathfinder mod. Instead of writing within the mechanics of the Pathfinder system the writer attempted to create many rules that either circumvented or completely ignored the base mechanics of the game, much to the dismay of the players I ran through it. Players who create their characters in the spirit of the game will be dismayed that their hard earned skills will be considered pointless.

I was, however, happy with the story that was set forward, only the delivery of that story missed the mark.

Silver Crusade

I enjoyed the scenario and will be running for my PFS group shortly.
The villain was definitely memorable. As was the objective and the path leading up to it.

Sovereign Court

Pathfinder Card Game, Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Ran this at a local con this last week. It was a blast to run and the boss fight at the end was a bear!

Liberty's Edge

Ran this one, and I though the Tier 1 was a little under powered. The group of PC's breezed through the lead up, and had the final fight finished in 3 rounds. Honestly was tempted to fudge up the rolls to make it a bit more interesting, but since this was the first one I ran, I wanted to see what it was like 'out-of-the-box'. Satisfied, but could have been better.

Liberty's Edge

1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Odzmye wrote:
Ran this one, and I though the Tier 1 was a little under powered. The group of PC's breezed through the lead up, and had the final fight finished in 3 rounds. Honestly was tempted to fudge up the rolls to make it a bit more interesting, but since this was the first one I ran, I wanted to see what it was like 'out-of-the-box'. Satisfied, but could have been better.

This one has one of the best end fights of any scenario I have ever run. Every time I have run this at Sub-Tier 1-2 (have not run it at 4-5) the end fight has been difficult and challenging. It is a very complicated encounter but if done well and right it can be very challenging.

Crystal Frasier has become my favorite scenario author.


Dragnmoon wrote:
Odzmye wrote:
Ran this one, and I though the Tier 1 was a little under powered. The group of PC's breezed through the lead up, and had the final fight finished in 3 rounds. Honestly was tempted to fudge up the rolls to make it a bit more interesting, but since this was the first one I ran, I wanted to see what it was like 'out-of-the-box'. Satisfied, but could have been better.
This one has one of the best end fights of any scenario I have ever run. Every time I have run this at Sub-Tier 1-2 (have not run it at 4-5) the end fight has been difficult and challenging. It is a very complicated encounter but if done well and right it can be very challenging.

Single enemy encounters can be a bit hit-or-miss. The tier 1-2 group I was in got through the module without any difficulty, which suited me fine. I thought the encounters were creative and interesting, which is the important thing to me.


I've run this a couple of times and enjoy running it. The end boss can be a lot of fun if the GM makes good use of his abilities. The first time I ran it I thought the maze skill checks were too hard, then I reread it and caught the find print. If 3 players make aid another checks and aid a 4th making the survival roll, the DC is pretty reasonable unless you have a party where everyone is WIS 7. I think transparency with the skill check options is key.

Grand Lodge

Played this yesterday at Tier 1-2 with a table of 6 PCs.

5 level one PCs and one level 2 PC.

Spoiler:

We cleared the entire scenario without taking one point of damage. 6 PCs and two pets. Not a single one took a point of damage. We got hit with Fascinate and Grappled by a chain. That was it.

The maze was a series of 11? skill checks. I think we failed three times out of 11. Never by enough to trigger a trap or encounter. One PC had a perception of +14 and another had a Survival skill of +11. Needless to say with 5 other PCs assisting we had a minimum of 20 to 28 before adding in the D20 roll.

The fight with the giant leech was a laugh. The environment and setup was great. Our GM spiced that section up with great flavor and role-play. But the leech went down in 2 rounds.

The only part of the adventure that ended being challenging was the water flow chamber. Two PCs got trapped together in the chamber without the wand of Water Breathing.

In summation, the skill checks were great but the combats were not challenging enough.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Unexpectedly played this tonight. Good fun, although my oracle found herself ill-prepared for most of the challenges. Thankfully my wife's winter witch did the heavy lifting!


Played this tonight as part of a group of four. Skill checks and the pacing of the adventure was exhausting. It was the most stressed I'd ever been in a pen and paper game. I wouldn't recommend it.

RPG Superstar 2009 Top 32

Is this scenario still valid in light of 4–23: Rivalry's End?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Yes.

Community / Forums / Paizo / Product Discussion / Pathfinder Society Scenario #45: Delirium's Tangle (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.