A Pathfinder Society Scenario designed for levels 1–5.
While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder approaches the Grand Lodge with the hidden location of her treasure vault, it falls upon a new generation of Pathfinders to retrieve from within a valuable keepsake. That they can keep anything other than the ex-Pathfinder's locket makes the assignment all the sweeter.
Written by Savannah Broadway.
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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I DMed this adventure today.
I have to say it's excellent.
First of all we have to take in account that it's designed to finish in four hours. The story within four hours gives you plenty of good action, opportunity to RP, and requires some creative thought from the players especially in order to finish their faction missions.
Enough with the good stuff, let's see what could they do better...
A) several skill DCs are not intended for tier 1-3. Should be adjusted a bit.
B) I think a simple riddle could add great flavor in the story without altering the time. Especially if the riddle would come from the rat statue ;-)
C) finally, I would improved a bit the layout. I don't have explicit suggestions, I only know I had trouble finding information often.
Ran it as the GM. I liked it, was a straight fighting crawl with just enough good roleplaying flavor added in. Perfect mix in that regard. I will warn GMs it has some freaky monsters you have to spend some time looking up, and it's pretty hard on the party at level 1-2. But everyone lived and they enjoyed it.
For a dungeon crawl, this has more opportunity for roleplay than most.
The first encounter can be quite deadly if combat occurs. I really was hoping to roleplay Togg, unfortunately, had a very trigger happy gunslinger (at least he was role playing his character). One of my few PC kills as GM came in this encounter.
After the first encounter, there's only one other real chance to roleplay. The rest of the time, it's just a typical dungeon crawl where you go get an item and report back in.
Ran this at subtier 1-2, and despite being a fairly simple dungeon crawl my group had a lot of fun. Between roleplaying Togg, guessing at what the tiny fey creatures were, fighting uncommon foes, and interesting hazards in the boss fight, this was very enjoyable to run.
(Spoilers...)
- Togg is awesome. That's about it.
- The first encounter with a Jinkin (and no one with nature knowledge) left the PCs guessing through the scenario as to what they were.
- The fungus garden encounter was a good chance to throw some uncommon monsters at the PCs. My group had a very easy time with it, but asking for a Will save heightened the sense of danger.
- The last encounter was probably the weakest point. On the plus side, there were some hazards to keep (yet another) caster BBEG (TBEG?) from dying on the first turn. We had someone with an ioun torch to keep the darkness at bay, but the encounter dragged on due to the damage reduction.