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.
Product Availability
Fulfilled immediately.
Are there errors or omissions in this product information? Got corrections? Let us know at
store@paizo.com.
Ran this module tonight and I enjoyed running it, and I the players expressed equal enjoyment. It was a module where I level set some expectations, and the wall of box text at the beginning does that a bit as well. Just very clearly and upfront I said, this is not a hack and slash adventure, your going to need to role play, and be a little more subtle. It was refreshing to have a module like this, and because of the make up of the table, (Ranger, Monk, Ninja, Cleric) we had a good breadth of characters with a balance of skills. The module would not have been as fun if it had been say a table of primary melee characters.
So the good stuff:
- novel time based objective keeping the pressure on
- lots of room for the players to come up with clever solutions out side the boundaries of the module.
- lots of varied roleplaying opportunities, basically lots of different types of NPCs with different expectations and attitudes, i.e. churlish guards, drug addict-over zealous functionaries, low servants, high servants, nobles, pathfinder VC.
- creepy sex dungeon for humour
- High Risk / Challenging, moderated cost of failure. So this could go both ways, depends on who you are. I liked that this module really wasn't that hard to fail, but the cost of failure wasn't your character. You could botch your faction or over all mission by failing the clock, or blowing your cover. So failure was a very real option maybe more so then most modules, so the players felt the pressure (and enjoyment) to succeeded. The balance to this was that the cost of failure which was more likely was brought down to mere loss of financial reward and PP and not character death.
The Bad Stuff:
- The lack of combat was okay, but the similarity between the two combats was striking. In both cases the PCs felt hamstrung because their weapons were useless. Both the Imps (DR/good or silver) and the Chair (Hardness 5) were gave the same feel of a protracted battle with futile successes. Something odd like a rat swarm in the vent, or maybe a drunken duellist in the servant quarters (whom you have to defeat without slaying) might have put some variety into the combat.
- Cypher, without a character with linguistics, was a player problem to solve not a character.
- Consequences of wrong turns in the vent were just lost time, lost time and a battle would have been more interesting.
Overall great module for the right table, if you have a more fluid group worth having this and a more typical module prepared and pull this if the group is right.
It was interesting idea, so I would like to give it a better rating, but it was a colossal FAIL on too many fronts. IMO, it didn't seem to have been playtested thoroughly enough and probably was run by the author in the playtest which is the kiss of death in a module like this.
The general idea of the "timed event" was acceptable, but there were three major problems with the implementation. 1) The timings were too subjective or just out in the weeds - 5 minutes to walk 30 feet - WTF? 2) The players were unaware that this module was under artificial time constraints which is a bad thing when players are used to working to the length of a time slot and 3) The author fiat that everyone is captured and has all the proceeds of the module taken away if you don't complete your mission in 60 pseudo-minutes really torqued people off.
You have played four or so hours and the module says that you are ten minutes late, so you lose everything. Yes, the Chelish embassy knows exactly what you started play with and exactly what you may have picked up. First module that I've ever had that happen. Last module I will play by this author.
My suggestion if you are unfortunate enough to play this module. Aim to complete the module in 60 minutes of real time. Otherwise, you are likely to be shafted and find that four+ hours of your life is gone with nothing to show for it, except bitter memories.
Just played this, 3rd level character running with mostly 4's and 5's. I'll be judging it at an upcoming con where I can only hope my players have as much fun as the party I played with.
Party composition is a big deal here, though it's nice to know that even a complete failure is nonlethal in this adventure. Our DM informed us right off the bat that this module would require more roleplaying than average. Personally I think this is a great idea. No one wants to get stuck sitting in the corner for several hours while everyone else has all the fun. It also gave my wizard an oppourtunity to select some more stealth, disguise, and distraction spells that he usually has to pass up in favor of more combative choices.
I can appreciate that some characters will have trouble completing faction missions, but this isn't exactly new in society play. The simple fact is that the average rogue will earn more PA than the average fighter by virtue of his wider skill selection. Though as far as I know, nowhere does it say the fighter can't recruit the rogue into giving him a hand in social situations. Our party did this more than once and everyone managed to complete their faction quests.
My only minor complaints are
Spoiler:
the puzzle in the study can be a major time sink. Our DM allowed for a few linguistics roles to help speed things along. While I enjoy a good decoding as much as the next guy, I'm not sure it meshes well with the frantic pace of the adventure.
The final fight is kinda weird. I think having to fend off animated furniture could be allot of fun in a suitable story, but it felt out of place here and kinda ridiculous. Not sure why chairs were decided upon, seems like a statue or maybe a construct would have been just as effective and more menacing. Sentient chairs feels more like something from a half mad wizard's tower than a chelaxian embassy.
On the other hand, if you really wanted to scare some players, you should reverse the fights and have the various trappings and toys of the sex dungeon spring to life and attack the players. That would have been truly horrifying.
I got to play this one last Thursday and ended up heavily disappointed that:
Spoiler:
the deciding factor of whether the paracountess was rescued or not was party based instead of character based. I was playing a halfling former slave of Cheliaxians, and had absolutely no interest in aiding the rescue of the paracountess. But out-of-character I ended up being the one to figure out the puzzle and not helping with that would have been a huge jerk move.
Well-built (if quite short) scenario, but that part left me more disappointed than any scenario I've ever played.
I think this was a great scenario, I have ran this 3x so far. I would recommend.
Spoiler:
So I think the handout's 1-2-3, were a huge time trap, I think there should of been a mechanic in the scenario to reward players who actually took the time to figure it out.
Second I really liked the faction missions on this one.
The Lantern lodge faction mission lead to a split party once. This lead to a fight minus one player. With a 5 person party they fought 2 Beared Devils with 2 players.
Combat at low I ran the combat at low tier incorrectly one time.
I hope the players enjoy this. It is a great scenario, I hope future scenario's break from the norm.
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.
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
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.
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!")
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.
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.
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. :)
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.
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.
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