Pathfinder Society Scenario #55: The Infernal Vault (PFRPG) PDF

3.60/5 (based on 23 ratings)

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

A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.

Written by Thurston Hillman

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.

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Average product rating:

3.60/5 (based on 23 ratings)

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A Comfortable Shoe


Point of View: GM (Once run)

Story: It was a fairly straight forward story. The part that intrigued me was the back story connection between the villian and the location. The story has very little opportunity to shine in the actual session though.

Roleplay: There is only one intended roleplay moment, and was fairly entertaining. Definitely a plus to the scenario.

Combat: The combats if played right will challenge your players, and keep them on the edge of their seat groaning and cheering with every blow.

Originality: Truly, this is a tried and true scenario. It isn't really original. It's the same thing, with a different skin over it. Though that doesn't mean it isn't fun. Just a comfortable pair of shoes.

Overall: It was fun, it challenged my players, and I will likely run it again.

Solid and Straightforward


As other reviews have stated, this is an incredibly linear and straightforward module. However, it is executed well, so that the party generally understands what is expected of them. There are a few fun puzzle-y encounters to balance out the combats, and there is actually a path through that doesn't involve destroying everything in your path.

The challenge was certainly present, although we had a 6-person table at the 3-4 tier. The two level 6 characters at the table dominated as would be expected, but I got a few hits in on them that got them properly worried at times. Players who already know about certain creatures hinted at in the mod title will be tempted to metagame even if they fail their knowledge checks, so be forewarned.

Overall it is brisk, it is fun, and it is well-executed. Would recommend.

A good, solid adventure


This was the first PFS scenario I played and also the first I ran. It's basically a dungeon crawl with a series of encounters set in a line so it's perfect for those who are starting PFS as either a GM or a player.

The scenario does a great job of providing interesting encounters that are fought in close quarters with little room to move. This presents a decent challenge to players beyond the normal hack and slash. Plus there are several moments where roleplaying can come to the fore.

All in all this is an adventure with memorable encounters without proving to be too much of a headache to run.

A Fun Compact Adventure


Having only played a few scenario's this one in particular stood out as above average. For one at no time are you in a tavern, which tends to be a fairly regular trope in many scenarios. The adventure gets right to goods, and has a fun straight-forward dungeon crawl. At no point was it dull or easy, it was an entertaining struggle throughout.

A Solid Straightforward Adventure


The Infernal Vault is an extremely linear, but well-rounded module that makes for some good fun for a group of new players. The fights mix up a good challenge with some opportunities for those who like to role-play through their encounters, and the theme is engaging. I'm a sucker for Absalom-set missions though.

I think perhaps the biggest negative of the whole module is while nearly every PFS scenario is brutally straightforward, this module makes it exceedingly obvious that there is exactly one way through the encounters. A solid module nonetheless and one that will see rotation at our Pathfinder Society tables.

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Welcome to the PFS authors' club, Thurston!

yoda8myhead wrote:
Welcome to the PFS authors' club, Thurston!

Joshua bribed me with ice cream...

And poisoned pie.

Well done, old chum.

Sovereign Court

So first off, the maps are awesome. Any chance I could get them without the X's?

I really enjoyed running this scenario as an introductory scenario for 5 newbies - straight forward mission in general, but plenty of twists in the faction missions (I agree with the reviewer that there is some potential for difficulty on that front, but then, they should be *earned*).

The 'dungeon' itself is straight forward but interesting in design. I did get slightly confused as to which stairs were up and which were down.

Two slight errors I noticed, one of which might be worth correcting the PDF:

The first encounter (Tier 1-2 at least), damage dealt is one too high.
Also, the Oil of Bless Weapon (also only Tier 1-2) on the Chronicle sheet should be listed at 50 gp, not 100 gp. (This was a carryover from 3.5 - price changed for Paladin/Ranger potions since minimum caster level changed). Corrected in 2nd or 3rd printing of Core Rulebook.

1 person marked this as a favorite.

Just a quick pointer- do not read area A2's read aloud text word for word. Trust me. Otherwise we had a great time with this scenario.

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

A DM ran this for us this evening- table was a level 2 fighter, a level 1 fighter, a level 1 rogue, a level 1 cleric, and a level 1 witch. TPK. I see the reviews and comments are positive, so I'm assuming this wasn't a typical situation. It was a bit of a pity for me personally since I don't get very many opportunities to play PFS, and this was the first time I've played in about a year. That said, I can only completely speak for myself, but I think most of us at the table still enjoyed ourselves despite the deaths. The judge did a good job. Up to this point the module was interesting, and I'm sorry I didn't get a chance to see it to its conclusion.

Spoiler tag for the deadly part.

Deaths due to the (I presume) sorcerer with multiple color sprays and burning hands spells, who had a surprise round and was largely inaccessible because her minion blocked the door.

Just played this as my first Non-Pregen character. Absolutely loved the time spent, even though we were four level ones and you tend to burn through the Clerics spells very quickly. Every moment was tough and we finally died/surrendered at the end. Very great job though.

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