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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This is a pretty simple walk through a poorly lit waterpark to punch things in the face, however...
With the simple premise, this allows the GM to really get into the NPCs, creating good RP moments. With the complexity removed, you can really get into the characters, the environment, the descriptions.
Not every adventure needs to be _The Sting_ or _Inception_, and this kind of story has its place. For this adventure to shine, the GM needs to dive in and really give the monsters personality.
On a side note, it was nice to see characters being given a mission not because they happened to be the least worst mirror-fogging mouthbreathers available to throw at an issue.
Pretty decent sewer romp (edited my review)
Jiggy
(RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32)
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From a player's perspective:
Overall, this was a pretty fun scenario. It was a straightforward dungeon crawl through the sewers (we finished in about 3.5 hours), but with opportunities to interact with some of the threats either before or even instead of combat.
One note about the final combat:
Spoiler:
There's a darkness effect, even in subtier 1-2. While this can be nasty (thus I had originally given this only 3 stars), I'm now of the opinion that the encounter contains some subtle nuances which can teach new players about darkness effects without it being nearly as powerful as it could have been in a differently-set-up encounter.
I played this last night at Tier 4-5 with 6 players and quite enjoyed it.
Made me REALLY want to play an Urban Druid. If you have an urban druid, this scenario would get 5 stars.
For a dungeon crawl there is quite a bit of roleplaying potential, You can potentially deal peacefully with several of the encounters. Admittedly one of those requires some appropriate languages but that is fine. I'm tired of just about everybody speaking common and languages being all but irrelevant.
The combats were interesting, the story engaging, some of the faction missions above the norm. And it was nice to see the bad guys using some of the overpowered spells traditionally used by players. While it sucks to be on the receiving end it SHOULD happen more often.
I recently ran this twice (once at each tier) at a local con.
If you are a player who likes combats and rolling dice (rather then roleplay), then this is the scenario for you.
story:
+2
I love the fact that she has been wronged by the hellknights. I like that story has at least a little bit of tie-in to the Blakros Matrimony, The Disappeared, The Fortress of the Nail story arc. However, I feel that this is just a boring dungeon crawl. You literally walk from tile to tile and only stop for an encounter.
roleplay:
+2
This scenario has roleplay possibilities. You can easily roleplay out of combat the first encounter. You take a typical sewer creature that you almost never speak with and give it a voice. I, personally, REALLY love this. This is, however, almost the only roleplaying capable in this scenario. There is potential for other roleplay, but a PC needs to speak an rather obscure language. When you start talking your way through the second encounter, a stealthy NPC provkes a fight.
combat:
+3
I like the otyughs, we have just seen them recently. They are not overpowering, they just make you work for it. Same goes for the rangers. The plants are extremly underwhelming. I understand that they inflict more conditions than anything, but the saves and their attacks are so low that the conditions typically dont stick. The electric plant curatin hazard was a nice touch. The same goes for the oozes. Their attacks are so low or they dont have a lot of HP so they do not stay around long enough to do much of anything. The BBEG fight was well done. You give her battle field control spells and let her minions do all the heavy work.
overall: +2
There is a nice foundation established for a good story, but it quickly becomes a boring dungeon crawl. There is very little roleplay possibilities and the combats are what you would expect when to parade the Korvosan sewers. If you are going to be parading through the sewers give it more flavor, then just parading through the sewers, killing the things that live there.
I've run this adventure 2x now at both Tiers and had similar results. First of all you have to know this will be a grind as its set almost entirely in a dungeon. That said it has a couple of encounters in it that can be resolved via Role-Play which is always a huge plus in my book. My GM style favors dialogue so when I get to converse with players using the creature on the cover Im always happy. In both sessions I ran the players came up with amazingly clever ways to bypass a fight and everyone had plenty of laughs and hopefully a memorable game story.
I liked that there were some really unusual monsters in this scenario. I had to spend a little extra time familiarizing myself with some deep cuts of Bestiary 2 and 3, but I hope I'm a better GM for it. The final fight can be tough through the various hazards so keep an eye out for that.