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.
Product Availability
Fulfilled immediately.
Are there errors or omissions in this product information? Got corrections? Let us know at
store@paizo.com.
From a GM's perspective: This is relatively easy to run with minimal preparation. It provides for some roleplaying with the option to bypass some combat, or can be a dungeon grind. Your choice. Either way it is mediocre and particularly worth playing if you want a short scenario.
Maybe it was the just the right alignment of players, GM, and stars however this module was one of the most enjoyable dungeon crawl module I've played.
The premise is fairly simple, someone wants the Pathfinders to go and get something, so this about the only chance for structured role-playing. The rest of the module deals with the location where the Pathfinders are sent.
I particularly enjoyed that not every encounter had to be defeated to pass.
Standard dungeon crawl hack & slash, little to no roleplay except for the one encounter which I admit was pretty hilarious. They can't all be winners, and it didn't suck, it's just not one I'd recommend over so many good ones, y'know?
As well as being a solid dungeon, this is a good scenario to use for new players after they have done first steps or for experienced role-players new to Pathfinder. It introduces a lot of things that they need to prepare for in their Pathfinder career, and which may not be as forgiving later on.
There are unusual creatures and encounters as well as twists on the familiar. There are some opportunities for roleplaying and diplomatic solutions as well as combats. Most of all there are lots of effects and conditions to handle which will reward the prepared and intelligent play.
The scenario is a familiar dungeon backdrop, which quickly becomes less than familiar with twists on the norm and many unusual encounters.
This scenario is also second steps for a GM. There are a lot of unusual creatures and a lot of effects in here. This requires well above average preparation for a 1-5 scenario and rule knowledge of all the environmental and other effects it brings to the surface. Not one to run cold.
You are also unlikely to have many appropriate figures. Perhaps resort to paper minis for this one.
Note it is not a particularly challenging scenario for experienced players, so you need to work at that, and you are likely to need the optional encounter in a four hour slot or finish early.
This is a nicely written, intelligent dungeon crawl for a team of new Pathfinders where languages, diplomacy, fey and nature knowledge and subtlety are rewarded. The author has done a good job on an adventure about sewer dungeon delving. I have run this game for a table of 5 at low tier. I'd give this 3.5 out of 5.
PROS:
-Teaching the world that yes, an Otyugh can talk!
-Remembering the social skills so that silver tongue characters can contribute, even on a dungeon crawl.
-Fun choices from the full range of bestiaries.
CONS:
-Season 4 seems to have had a plethora of 1-5 tier missions where the enemies have powerful damage reduction, and there is no way of pre-arming or warning level one adventurers about the DR that they are about to encounter. Damage reduction is rarely a 'fun' mechanic. In most cases, it drastically slows down combat - if my table hadn't brought a heavy hitting level 3 character, the final battle would have lasted a LONG time. Ordinarily, magic can get past DR easily, but in this case, the creatures have Spell Resistance as well.
-Lost potential for the idea of a retired pathfinder. I am intrigued by the idea of what a retired adventurer and their colleagues do after they've hung up their sword belt, but this scenario didn't really explore that at all.