A Pathfinder Society Scenario designed for levels 3–7.
The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?
Written by Ron Lundeen.
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 was supposed to be the farewell to the shadowlodge. There are many scenarios, but only one end to the most beloved faction of them all. That one opportunity demanded an awesome finale to go out with a bang, instead it went out with a "Wait.. what?"
Writing a good scenario is hard, writing a good end is harder but... wow did this fail in the second regard. Badly.
Spoiler:
The characters actions make no sense. Torch could just as easily have said "Hey! thanks for dropping off the spider. See you tomorrow at the union meeting" made the same bluff check and gotten the information out of her with the party heading off to celebrate. Instead he shows his hand, kicks the dog and rips her head off in full view of the party because... reasons?
After that, the entire 3 year story arch is summed up with.. oh yeah the 10 helps you get over it. Somehow. There NO idea about how they go about this, what that help entails, never mind that its not actually played out, so its going to be added as an after thought at all. This, even moreso than torches neigh guaranteed escape, takes agency away from the player.
There were a few clues that there were something else going on: Torch was wearing clothes and out of the tub, so unless that balm he got from the faction mission in the lantern lodge finale reaaally did the trick, that was out of character for him. There was a doppelganger corpse in the empty room, so it could have been a fake or someone glugging doppleganger blood. A year later though and, as nothing has come of the possibility, I'm going to conclude its bad writing rather than a fiendish plot.
I felt compared to review this scenario upon seeing it's only 2.5 stars. I've both played this scenario and now GM'd it twice (for a total of 3 trips through it).
First, a lot of the negative reviews are colored by this being the retirement of the Shadow Lodge faction, which was a sacred cow to many players. Thus it's viewed under the lens of "did Shadow Lodge end in a satisfying way?" instead of "Is this a good scenario for a gameday for folks to play?".
My review is mostly taking this as a pure scenario and answering the question if in the hands of a good GM if the players can have a fun evening playing through this now that faction missions are a thing of the past and that folks won't be retiring from Shadow Lodge while going through it.
The scenario offers ample time for free-form roleplay in the "first half" of it. In all three of my runs, we spent a solid 2 hours roleplaying through the "sandbox" portion which features creative ways for the Pathfinders to sneak into an exclusive gambling tournament and then participate in that tournament. The scenario lets the GM fill in these details with improvised roleplay, and this has led to some very classic, memorable moments at the tables I've played at. There's some further encounters presented which are intended to be solved via roleplay before getting into the meat of the "dungeon".
This is my favorite formula for scenarios. Half "sandbox" then half "dungeon" to appeal to both types of players.
The "dungeon" side is challenging. The first encounter at the high subtier is a solid challenge with a monster that is not often seen. The main encounter is extremely challenging at both subtiers. It will challenge practically all tables.
Then there's a "twist". A lot of folks don't like this twist, but I've seen 3 tables of filled with folks who weren't emotionally attached to Shadow Lodge lore, and all 3 were shocked and entertained.
Overall, it's a fun run. Good sandbox section followed by brisk, challenging encounters for the tactical wargamer.
Ending Spoilers:
A lot of the negativity stems from how Torch is handled and his "betrayal".
From the get-go, I've always envisioned Torch as mostly a self-serving information broker trying to resolve the wrong perpetuated upon him by the Society.
As a Shadow Lodge member, I'd be pissed if my leader decided to simply move on to his own self interests. But, realistic people do this. They will simply resign from their jobs when they have a path to what they want. A lot of the angst is from Shadow Lodgers who feel like they got the short end of the stick versus a mechanical flaw in the scenario's presentation. This is more an issue with handling faction politics in overarching PFS rather than anything specific with regard to Ron Lundeen's ability to craft an interesting scenario for an evening, which is pretty great.
Really hoping that ending is explained at some point because it makes basically no sense whatsoever. I don't mean "X wouldn't do Y" I mean "THIS IS THE DUMBEST WAY TO GO ABOUT DOING THIS."
June scenarios are being released a week after the last Wednesday of the month in order to debut at PaizoCon. At the same time, July scenarios are releasing 4 weeks early to debut at the same time. This was always the plan, even if the website didn't know that plan because it's a computer and not clued in to the awesome stuff we have planned for PaizoCon.
Still seems like a pretty tight schedule to get it in... and my Shadow Lodge character is at 6th... and holding. Have a choice... play him at slow progression for a level (so that I can do the final two levels of Thornkeep with him AND this one), or use another character for Thornkeep...
When is the deadline for this one to get the retirement boon? I.E.: when must I GM this one for my players and I to get the retirement boon; sorry, just wanted to clarify my question.
We're going to be so short on time to get to play this to get the pre-August 14th boon; even shorter if you want to play and GM it. Only 6 weekends to play with.
What happened to the release date? When I announced my July schedule last week, this was listed as coming out on Wednesday, so my GMs would have five days to prep. Now they only get the weekend.
Why do you guys keep mucking up what is already a difficult job to do? )-:
This scenario has always been intended to be released in tandem with its debut at PaizoCon. If you need your GMs to have early access to it, you may consider contacting Mike to have the scenario added to their downloads, as it is done and in PaizoCon GMs' hands so they can prep.
I am going to say something odd, but here goes: I like the fact that my GMs are willing to pay for their scenarios. It makes them care more about the game they are running, and it pays you for your product. I also dislike bothering any of you to give me a handout when I know you are busy.
I'd rather it were simply available when I'm told it will be. Especially one like this, which is highly anticipated and has a time-frame for playing.
Your list of Decemvirate identities is missing several that have already been revealed in other scenarios, namely the Eyes of the Ten series. Otherwise, a very handy tool for GMs.
Is anyone else extremely disappointed with this scenario? Reading through it, and it just seems very much wtf?!?!? Now do not get me wrong, the scenario itself is good, and this isn't at all a slight towards Ron. I'm talking about the outcome.
Spoiler:
This is what they came up with on how to get rid of the Shadow Lodge, not to mention how to portray Torch, who has gone out of his was to create a network of agents within the pathfinders dedicated primarily to looking out for their own when the jerks of the society fail to do so. Basically anyone with a rank above agent. Secondly, the Shadow Lodge was basically the one way that, out of character, one could play PFS without being uncomfortably a Society slave.
Secondly, why would anyone loyal to the Shadow Lodge give a crap about what the Society wants them to do, even if, if they believe Torch is guilty, (as opposed to finding a new leader and Charlie Mikeing (continue mission)? Instead we are going to just follow some of the most annoying and hated personalities within the Society, Sheila Heidmarch, Drandle Dreng, and Ambrus Valsin? Uhuh? Wait, what?