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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PZOPSS0411E


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Average product rating:

3.90/5 (based on 37 ratings)

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Creative Module

4/5

This was lots of fun, very creative and atypical.

Running it and playing it are VERY challenging however some complex mapping, complex mechanics, lots of things to keep track of but fun if you're able to adapt. More playtesting probably could have worked out many of the kinks.


Fun concept with a number of flaws

3/5

The over all concept of this scenario is very interesting, in fact I really like it. However, the mechanics of the scenario are lacking. I played this with a very good GM at the 1-2 tier, and there were players who literally could do nothing the entire game. If the party doesn't have the right skills they will fail, if everyone in the party doesn't have the right skills some players will be forced to piggyback on the other players.

There were a number of bottlenecks that were built into the scenario that would cause an immediate failure should the players (not the characters) not figure it out. This becomes an issue when the scenario has a time count on it and your players may not be as clever as their 20 INT wizard. The fact that their are multiple bottlenecks that can cause failure is also a problem, since you become polarized to either absolutely succeeding or absolutely failing.

The faction missions are also somewhat of a problem, since most of them are geared towards roguish characters. If you have a fighter in the wrong faction he CANNOT accomplish his mission (meaning Grand Lodge, Sczarni, Lantern Lodge, Taldor, and potentially Shadow Lodge).

We succeeded in the mission by the skin of our teeth, but is was essentially on the back of 1 character at the table. Had that guy not shown up it would have been an impossible task.

Ultimately, not all characters will have fun in this scenario. For the right group and the right characters this one could be a blast, otherwise they will feel uncertain of what to do and impotent to make anything happen.


Loved this scenario!

5/5

Played this with a table of 5 at the 4-5 tier. I really enjoyed the "Mission Impossible" feel of this scenario (our judge highlighted this by playing the theme song at certain points...). It reminded me quite a bit of the Blakros Matrimony in that there were a lot more in the way of skill challenges than there was combat. I wouldn't recommend playing this scenario with characters that are only combat focused; you will be disappointed/bored.

Our table had a great time with this scenario. It required a lot of quick thinking and cooperation among the players in order to succeed (yes, we succeeded... but only barely!)


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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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