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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Something different... and fun

4/5

Ran as: Player, Ninja Level 1.

The party consisted of a wide variety of characters and the players were very creative. The GM made sure that we were all involved in some way or another with what was going on throughout the adventure.

I even got to embrace my inner, neutral self which ended up helping the party in the long run.


Definitely worth your time.

4/5

My major and only complaint is that as a skill character I felt useless. This scenario, however, made a lot of fun with it's time constrains. Until the final encounter, however, I was just "there".


Thoroughly Enjoyed!

4/5

I will say from the outset that combat-focused characters will not do as well with this scenario, being much more skill and puzzle focused.
I ran this for a 4-player table, with a ranger, paladin, inquisitor, and bard, all first level. While the bard was really the only one that fit "well" with this scenario, as a group they did well, especially with the supplemental gear given at the beginning of the scenario.
As GM, I had to read through it twice to really get a solid handle on everything, but it wasn't hard to prepare by any means; I just had to be very organized. ;)


Good try but...

2/5

Firstly I would like to say that I liked the attempt at something different in this scenario, so good work there. If it wasn’t for the things listed below this would have gotten five stars. Its unique style is the only things that saved it from a single star.

Secondly I have not judged this, only played it and while our Judge did a sterling job he had a table of seven players with not a repeated faction between them, so he had his hands full.

So many SPOILERS + Wall'o'Text:

I have three main issues with the scenario.

The first is that the scenario has a single point of failure, which in my opinion is a massive no-no for any scenario. If you walk past the portrait in the Paracountesses study, you fail the mission, period. We did search the room when I played this but because we never specifically said that we were searching the portrait we failed the scenario.

Historically as a DM and a player I have assumed that when you roll a perception check on the room; you are searching everything in the room (how else do you discover that pulling the fifth book from the right on the bookcase opens a secret door?). This set a precedent where players may start to specify every item in each room they search. As a DM and a player I would find this tedious.

The second problem I have is with puzzles themselves. While I do like giving the players something a bit different to do, it doesn’t gel with roleplaying your character, as the player is expected to solve the puzzle rather than their character. So if you have a character with five int being played by someone that is very good at puzzles and someone with a character with eighteen intelligence that is not good at puzzles, how do you explain that the character with five int is more likely to solve it?

So, by all means put a puzzle in. Link some gold to it but don’t make it a core requirement of the scenario as it breaks the concept of roleplaying or at the very least allow a brute force solution if all else fails (See Rebels Ransom for a good example of this). (You could in theory make getting the solution a intelligence check but that takes a lot of the fun out of it and attribute checks are too swingy for anyone to really like them)

The third problem I had with this is the time counter. The concept of time in Pathfinder outside of combat is very nebulous and frankly should be that way (it saves a lot of time). No one really wants to workout exactly how long it takes to search a dead camel for loot. It’s irksome when something you though would only take a minute ends up taking three.

The prime example of this is when you are trying to get back to the meeting room in time to meet the ambassador. It took the party that I played with eight minutes to get to the Paracountesses room on the way there, including stoping for clothes and various other shenanigans on the way. However on the way back you don’t play the trip rather it just takes a flat 15 minutes (it’s specified in the adventure). This almost caused our group to fail, as we assumed it would be roughly the same amount of time to get back as it did to get there in the first place.

Worse still, if you count the distance, its three hundred feet from the Paracountesses rooms to the waiting room (the long way around). That’s five rounds or thirty seconds of movement typically. Even if you double that for opening doors and avoiding servants, it’s still only a minute as opposed to fifteen. If you had some players that relied on that metric for determining how long it takes to get back to the waiting room only to find out that that it takes a flat fifteen minutes when they go to do it and the 14 minute gap between the two numbers is enough for them to fail the scenario (and lose all of their collected gold!), I don’t imagine that they would be very happy.

A style similar to the chase mechanic would probably serve infiltration section far better.

Lastly, and very minor points:
- You go from fighting awesome Bearded Devils, the foot soldiers of hell, to fighting a bunch of chairs.
- As a Judge, have you ever tried to describe the attacks of an animated chair?
- Why doesn’t the ambassador have a name?

In conclusion, if you want puzzles try Rebels Ransom, if you want free roaming try the Temple of Empyreal Enlightenment, I cannot however recommend The Disappeared.


Excellent!

5/5

I really enjoyed this scenario. It's skill-heavy, but the right characters and players will have an absolute blast. I especially loved getting to learn more about some of the famous names of the Pathfinder Society.

The spy mission feeling was great and it was a very nice change from some of the combat-heavy season four scenarios!


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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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