Pathfinder Society Scenario #4–11: The Disappeared (PFRPG) PDF

3.90/5 (based on 37 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?

Written by Jonathan H. Keith.

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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3.90/5 (based on 37 ratings)

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Not Impressed

3/5

This one is great for rp, but is easily bypassed with good rolls. The low tier combat is lame, but the high tier seems good. The boon is useless to a non-social character. IDK, I was not impressed overall.


Suspension of disbelief required...

2/5

I've just played that scenario here on PBF. And while I agree that it was a welcome change from combat heavy adventures, there were things in the settings that I found hard to believe.

1/Unknown people, with arms and armor, asking for a meeting with the ambassador in the midst of a social event... and entering the building with all their warlike stuff. No question from the guards. "Want to kill our main Chellish ambassador, mate? No problem! Come inside,it's cold tonight! Nice double handed axe, btw!"

2/same people roaming in the rooms and corridors, heavily armed, no question asked? No alarm raised?

3/Fight in a room: unless you're able to kill your opponent quietly in two rounds, why doesn't someone coming to check on what's happening IN A ROOM SUPPOSEDLY EMPTY?

4/No one in the Chellish embassy will see the difference after your Pathfinder passage (destroyed furniture, missing files..), no one will ever have a clue. So be creative and write "Cheliax stinks" with Turpentine everywhere on the walls.

It would have been better if the characters would have been limited to light armors and light 1H weapons (Sleight of hand to hide them)OR even no weapon/armor and a pure RP/skill/brain game without any combat.
But that is just my opinion.


My favorite PFS seciario

5/5

I love this scenario. I really really do.

I can understand that it got some bad reviews. This is no scenario to run cold, as there are a lot of subtle things that when skipped make everything confusing.
This also requires a certain type of player to enjoy.

This scenario is the ultimate roleplay scenario. Its Mission Impossible in the Chelish embassy. Creativity rules here, but that also makes it taxing in the GM. There are a dozen possibilities how the players can go trough this, making every time you play it unique. But you also have to be ready to wing this.

The scenario is very combat light. There are only two encounters:

combat encounters:
First is against either two imps or two beared devils on high teir. While not overly deadly, it can be very frustrating if you have one trick pony characters. Firemage? Too bad. Immunity. Luckily the damage output is very low for the imps (1d4 + poison). The bearded devils on the other hand are plain nasty for level 4-5 (+11/+6 melee (1d10+6 plus infernal wound).

The second encounter is with animated chairs. This encounter is often quite hilarious. The chair is virtually undetectable with perception. It does not move or breath. Its just a chair. So most people are completely surprised when they get attacked.
The chair can be fairly deadly on lower tier. Its got both a slam + grab attack, resulting in constrict if the grab works. With an average damage output of 12, it can go really fast.
Luckily it tactics state that it will release anyone that becomes unconscious.
For second tier the stats of the chairs are the same, only there are three of them.

Combat conclusion: Lower tier, first encounter annoying, second potentially deadly. Higher tier, first encounter potentially deadly, second encounter annoying.

I would certainly recommend this scenario to any GM looking for a good challenge.
I would advice to play this with players that love roleplay and puzzels. The characters they play don't need to be geared towards this (a couple of barbarians may well fare better then a couple of ninjas depending on how they play their cards).

One trick pony characters and players that only know how to murder hobo should not play this. They wont have fun.


Great scenario!

4/5

I really enjoyed running this for my group last weekend! I polled all of the players afterwards and every single one really seemed to enjoy it. Someone previously mentioned this as Mission Impossible and that is totally the theme that I was thinking of as well.The sense of a "timed mission" really kept everyone focused and moving along as they tried to stay focused. We completed the scenario with a party of six in about four hours.

This scenario encourages the party to explore a lot of non-combat methods to complete the scenario and it is a heavy skill/roleplay based scenario. The combat situations that do arise are interesting enough to keep a group of low-tier characters engaged and challenged.

I recommend this scenario to others and I'm sure they will find it as enjoyable as we did!


A lot of fun but some negative stuff

4/5

We played this last evening in low tier with a party of six:

Party setup:
Human Sorcerer 1, Human Druid 2 with ape companion, Human Fighter 1, Human Fighter 1, Half-orc Fighter 2, Halfling Rogue 1

It's a very well written scenario, however some of the combat is a bit much against a low level party.

Combat:
The fight with the two imps could probably have been avoided if the players I was with were a bit more attentive and less impatient.
There was almost no checking for traps but when the secret lock on the statue was discovered they immediately put a key in and turned it. As a fairly low group with no-one with alchemical silver or good weapons and a low damage output (only 1 fighter had power attack) we dealth with them by grappling, pinning, then tying them up and shoving them under the bed. This fight was a lot of fun, but the trend of the sorcerer player of feeling useless because she couldn't use her 5d4 burning hands effectively, and thus going to do other stuff was set, even if I got them to help out by explaining aid another actions.
The second fight almost resulted in two player kills. The druid who took some damage in the fight with the imps had forgotten to heal himself and went to -9 from a single non critical hit, grab and constrict (somewhere in the vincinity of 16 damage I think, I forgot the exact number), while my level 1 fighter went from 12 hp to -10 with a 12 constitution modifier in a single non critical hit, grab and constrict. While we managed to survive, these kinds of things leave a bit of a sour aftertaste. Remove the constrict on it and it's still a tough fight, but less chance for one hit kills.

While it was an evening well spend, I would not advise this scenario for a party of fresh level 1's.


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Contributor

Announced!

Sovereign Court

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber

Hm... If this scenario mentions a crack in a wall, I'm running the hell away.

Sounds awesome though!

Digital Products Assistant

Now available! In the spirit of the all things awesome, we've moved up the release date of this month's scenarios. Happy Holidays! :)


Aw, really? What's up with this "getting things out early?" thing? I'd complain if I could gather the motivation to do so.

Shadow Lodge

Just scanned this, it looks really cool and I look forward to running it.

Scarab Sages

Thanks for moving up the release date. It gave me another option for my game tonight and looks intriguing. I hope the group opts for playing this tonight. If not, I have it available for my next session.

Dark Archive

What happened to the

Spoiler:
Cheliax faction mission
?

I haven't read through the whole thing yet.


Chris:

Spoiler answer:
If you fail the main mission, you fail the Cheliax mission. After all, don't forget the overarching Cheliax mission for the season...

Dark Archive

Spoiler:
Well, there are only 9 faction handouts, instead of 10.


Spoiler:
The Paracountess can hardly send you a faction mission if she's been disappeared... the Cheliax faction gains both prestige points if you pass the mission and gets 0 prestige if you fail.

I imagine the missing faction mission is supposed to make things more "real" for the Chelaxians in the party

Shadow Lodge

Spoiler:
Check out the sidebar on page 5

Lantern Lodge

Spoiler:

It is also explained in the success criteria for the faction missions on page 17.

This adventure rocked. I'll get a review up after the holidays.

Dark Archive

Ok, finally started reading through this. I got it now. Thanks for the info.

Grand Lodge

Man, I was so stoked to run this scenario, and it turned into a catastrophe. :(

Grand Lodge

Write a review mate...

Liberty's Edge

Great Time ! You should absolutely run this Adventure so much fun !

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

I feel pretty strongly that this adventure goes right along with the meta of "Season Four - What A Doozy!" I ran this for an underpowered table of 5, and they held their own, had a blast, and still managed to keep things interesting. Definitely writing a review.

Sczarni RPG Superstar 2014 Top 16

I recently played this, and had a lot of fun. We had a Chelaxian player in the party, and when the time came to pass out faction missions,

Spoiler:
our GM handed her a blank slip of paper! That was a fantastic idea, and everyone at the table loved how thematic it was :-)

RPG Superstar 2008 Top 16

Spoiler:
When I conducted the mission briefing for this adventure, I got everyone into the mood by pulling up the theme music from "Mission: Impossible". Venture-Captain Valsin concluded his briefing by advising the characters that "As always, if any of your operatives are captured or killed, the Society will disavow any knowledge of this mission."

To address the "missing" Chelaxian handout, I told the Chelaxian players that when they had picked up their copy of Bondage Fetishist Quarterly from their faction contact, the Paracountess' usual coded message was missing.

This is a "Caper" scenario: Before running it, watch some episodes of Mission: Impossible or films that feature similar shenanigans. When things start to go wrong, remember that the Chelaxians are a very socially-stratified culture, bound by bureaucratic procedure. They won't respond efficiently to a confusing situation. ("You want us to interrupt the Ambassador because you THINK some uninvited guests have crashed the party? OF COURSE some have! This is the Grand Gala of the season!" "But, but, but..." "Come back when you are sure!")

When I ran it, some of the disguised PCs found themselves repeatedly lectured by a senior servant ("I see that you're new here, but any idiot knows not to serve sherry with the vegetable canapes!"), others feigned that they were drunken party guests ("Of course I have a claim receipt for my cloak! My idiot manservant was carrying it!"), and one attempted to sneak an eidolon through the party in a large sack (It's a surprise for later, sir!"). As the minutes ticked away, the party eventually found themselves huddling on top of cabinets in the archive, desperately trying to fend off the chamber's guardian (which found the cabinets difficult to climb...).

When running this mission, keep emphasizing the passing time ("That took three minutes. Tick-tock!") so the players know to hurry. Be open to attempts to "jump the rails": Almost any party will try a few stunts that nobody sane would have considered.

Also, err on the side of generosity if the party mix is just completely unsuitable for the the scenario. If your group utterly lacks the ability to be stealthy or to bluff through a dangerous situation, play the scene for laughs. Situations that are TOO ridiculous might not even count as strikes against the party, as the Chelaxian security forces may think they're being subjected to some sort of a practical joke ("A barbarian is attacking the topiary? Go back and check again: This sounds like another jape from those idiots in the kitchen! You remember the time they claimed that a drifting mist was turning people into monkeys!")

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Sir_Wulf wrote:
** spoiler omitted **

Alas what I mean to reference is spoilerafied for good reason, but Sir Wulf, both your points are excellent!


I was looking forward to experiencing this scenario when I first heard the bullet-points of it, but now that I have read the scenario over, and am scheduled to run it at a convention in less than a month, I will tweak this heavily.

Spoiler:
Just reading the flow of the scenario, I can see there being significant sequence and focus problems with the GM having to stop and parse through the text for specific skill checks and DCs for that specific section of corridor.

And the time-keeping mechanic seems very complicated, yet subjective at the same time.

The average GM is going to have a tough time weighing what can and cannot happen in the scenario. It seems unfair to make them stay canon in this scenario, when there are just too many details to keep track of. The victim here is going to be the player.

Oh, and the scenario uses a single map that is large and detailed, but it is a custom one - not available via a mat or map? Sheesh.

What I'm going to do instead is tell the players that they have three hours to complete the mission (which leaves a half hour on either side for set-up and wrap-up). When they enter the waiting room, I'm going to start a count-down timer at the table.

The map I'm going to cobble together with map packs and make it as accurate as possible to the map in the scenario. I'll only reveal each piece of corridor as they encounter it. And I'll have a pre-made mental list of random encounters, pulled directly from the scenario, in the hallways - waiters, dignitaries, drunk guests, etc.

I'm volunteering to run it this way for a willing group of volunteers before the convention to see how this works instead.

Before anyone criticizes me for not running this scenario to the letter of the text, I would have to say that when I GM, my ONLY concern is player enjoyment, and this scenario - as written - does not pass my GM-spidey-sense muster.

Grand Lodge

As long as you are not running it for Pathfinder Society credit, make all the changes you like.


TOZ, why did yours turn into a catastrophe? I'm curious, as I want to avoid the same pitfalls.

Grand Lodge

Mainly due to the fact that the party played 4-5 Tier with a bunch of 3rd level characters. They managed the infiltration fine, but the first combat encounter destroyed them.

Shadow Lodge

To be completely honest, I think about half of us completely misunderstood the point of the scenario mission as well. Somewhere along the way "infiltrate Cheliax and pretend to talk to the ambassador, whle there find cues about what is really going on" turned to "attend to party as a front to meet the new ambassador, and find out as much as you can about them/shake their hand for taking out Zarta finally and asure him/her that the PFS is interested in being allies".

I'm not sure playing down would really have helped that much. It's one of the ones I think that DM's and Players walk away with a very different experience. :)

Scarab Sages

When I first played this, my group had a little bit of trouble because we were fuzzy on exactly what our goals were. We succeeded, but until the scenario was over and the GM told us we succeeded we weren't sure.

When I GMed this scenario, I had the VC really drill the PC's goals into them:

Spoiler:

1) Go to the embassy with a message for the ambassador.
2) Amara Li will keep him busy for an hour, and while they're waiting they should take the chance to sneak into the embassy.
3) After they're in, they need to find three things:
- Where Zarta was taken
- Why she was taken there
- Who was responsible for it

Before the scenario, my wife drew out the map on graph paper for me (we were helping each other prepare for a con), then I cut out each room so that I could lay them down one at a time as they explored the building. My favorite bit of prep, though, was:

Spoiler:
I put together an actual framed portrait of Ambrus Valsin with lipstick marks on it, then hid the player handout in the back of the frame with just the edge of it sticking out.

The players really got a kick out of that.

The group just barely made it, but they were all clear on what they had to do and I think they had a lot of fun doing it. This has been one of my favorite scenarios to run; I'm planning to run it again at GenCon.

TriOmegaZero wrote:
Mainly due to the fact that the party played 4-5 Tier with a bunch of 3rd level characters. They managed the infiltration fine, but the first combat encounter destroyed them.

I'm pretty sure that's the intent for Season 4 scenarios. If your party falls in the middle, playing up should be a scary prospect; they should not go into it with the assumption that they'll make it through just fine.

Shadow Lodge

Partially true, our party was not really good for this scenario, and in that first and only fight, we rolled a lot of critical rolls poorly.


I ran it last night, and actually my fears were unfounded, because...

Spoiler:
The time mechanic that I was dreading wasn't an issue at all - barely even acknowledged. Once I laid out the scene (BTW, I had the two maps in the scenario professionally printed full-size at Staple for only $ 3.50 each - yay!) the players looked at the setup and quickly figured out how they were going to navigate their way through the embassy.

The rules are pretty lenient and subjective on how the characters can do this, and the players came up with some creative solutions that weren't described in the scenario, so I just let them go with it.

I tried to keep track of the amount of time it took them to get to Zarta's chambers - and then back out afterwards - but really, it was only a handful of skill checks each way, and really creative role-playing that got them through. I rewarded them for the creative role-playing by allowing different types of skill checks, and lower DCs when I was impressed with their problem-solving.

Any other GMs that run this scenario, I would suggest being more descriptive than usual of the characters' surroundings and the goings-on, and maybe give hints, and allow a lot of perception and sense motive checks to deduce maybe the best course of action and movement. But, overall, be lenient and let the players be creative.

The total navigation time in real-time was maybe a half hour of game time. They spent most of their time and energy on the combats, the deciphering of the code, and searching the vault.

Sovereign Court

Yo, know I'm a couple of years late to this one, but one of the items on the Chronicle sheet seems not to match the price I found in the Ultimate Equipment book. It's the

Spoiler:
cloak of elvenkind for 1500 rather than 2500 GP
.

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