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

***½( ) (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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PZOPSS0055E


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Average product rating:

***½( ) (based on 23 ratings)

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Good challenges

****( )

Length: Medium.
Sweet Spot: All subtiers are ok, but subtier 3-4 has the best opponents for one encounter. Subtiers 1-2 and 3-4 seem the most realistic.
Experience: Player at tier 3-4 (Six level 2s played up, which was a mistake).
Entertainment: Good times, all classes had something to do. (8/10)
Roleplay: Light to medium roleplay, depends on the group. (8/10)
Combat/Challenges: Challenges were entertaining with a variety of solutions. (8/10)
Uniqueness: For being simple, it was fairly unique. (8/10)
Faction Missions: Average from what I could tell. (7/10)
Overall: I had a good time, even though one of us died. (8/10)
Would you recommend: Yes

We 'played up' and one of our PCs was one shot killed, but I supposed that is to be expected when playing up.


A Good Romp

****( )

I found this to be a good introductory adventure, with a diverse set of encounters and layouts, with tactical issues to consider (especially for a group of 7 as I had).

The story has a broad range of responses possible, based on the group you have (from pure hack n' slash to lots of roleplaying), encouraged by the missions.

None of the missions were contradictory to each other, but at least one could be difficult for the group to swallow should they notice - I like that.

See Product Discussion notes for two slight #'s issues.


Pulling your punches!

***( )( )

So the story in this scenario is interesting, however the mechanics of it are troublesome. So most faction missions require the players to convince foes to talk to some representative or change their evil ways, which is fine with me. This presents many opportunities for actual role-playing. The downside is that players usually kill enemies or at least attack them first which then makes diplomatic solutions nigh impossible. Another downside is that these faction missions are supposed to be conducted on the sly but there aren't any opportunities for players to corner an enemy away from the group to conduct these negotiations.

As I said in the beginning, the story is great but the mechanics need a small amount of tweaking. Additionally, the tongue-clucking grammarian in me needs to point out that this scenario is riddled with misspellings and improper grammar which could lead to confusion.


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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:

Spoiler:
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 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.

Spoiler:
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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