A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
Written by Larry Wilhelm.
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.
Note: This scenario has been updated from its exclusive version for public release. Purchasers have access to both the exclusive version released as Pathfinder Society Scenario #4–EX and Pathfinder Society Scenario #5–14, but as of February 26, 2014, only the latter is legal for Pathfinder Society Organized Play. Except for minor editorial changes, both versions of the scenario are the same; only the legal version of the scenario contains a Chronicle sheet.
Product Availability
Fulfilled immediately.
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I have just finished prepping this scenario for my local PFS game, and I'm afraid I need be critical. The scenario premise is okay (if overused) if the PC's don't see through the final bad guy's ruse right away, but the thing that really gets to me are the godawful maps!
I like to pre-draw my maps to speed things along at the table, but nothing frustrates me more than having to draw partial circles that connect to walls drawn on the diagonal to the grid! They gave me horrible flashbacks of the elven architecture presented in the Second Darkness AP.
This overly complex map adds nothing to the story and takes away from playability and ease of use (certainly the ability of a GM to prepare ahead). In the future, please please PLEASE make the maps easier to draw out without the need for a set square and compass!
This was a nice little romp with plenty of atmosphere, a creepy haunted-house milieu, and (if the GM is devious and has the acting chops) an astonishing end reveal. However, not only are some of the monsters tough even when scaled down, they've got attacks & effects that many lower-tier groupings will have ZERO counter against, and can quickly lead to a TPK: fair warning.
In short: if you've got a resourceful, creative group, then this module is just the self-contained, diverting adventure to break out of the Worldwound rut. And you win a jar of eyeballs--what's not to like?
The Map isn't layered like some and requires some editing from the GM... normally you can copy the map and paste it into a graphics editor and you lose the A6 etc room numbering here. Thats the case here but the traps/secret doors/side notes etc still appear.
The Map isn't layered like some and requires some editing from the GM... normally you can copy the map and paste it into a graphics editor and you lose the A6 etc room numbering here. Thats the case here but the traps/secret doors/side notes etc still appear.
Hm, looks like that must have been missed during export of the product. I've put it on our list of things to fix.
We had three player fatalities, our party prepared with the information that the place might be inhabited by devils, so silver weapons in hand, we got ripped apart from the demons and their entirely different DRs. The dice were not with us either, but the demons and their sneak damage destroyed the parties fighters shockingly fast.
Finally got around to running this, and it was brutal... on me, the GM. Players figured out the twist immediately and nailed the knowledge checks to bypass that challenging encounter. Still fun! But not a challenge for my party at all.