Pathfinder Society Scenario #6–09: By Way of Bloodcove (PFRPG) PDF

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A Pathfinder Society Scenario designed for levels 3–7.

For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.

Content in “By Way of Bloodcove” also contributes directly to the ongoing storyline of the Exchange faction.

Written by Justin Juan.

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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3.90/5 (based on 15 ratings)

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Great Scenario

5/5


A Perfect Storm

5/5

I was fortunate enough to play this excellent scenario with a GM who is passionate about it. I played a character that had a negative *cough* history *cough* with Bloodcove. We knew that tension was mounting as we drew glares from those policing their own agendas. Our mission became more and more perilous. And then we slew that awful beast of a creature at the end and felt like heroes. Successes we hope to continue as we are now very aware of, and eager for, the dangerous journey to come...


Stop Reading and Run This Scenario

5/5

Running "By Way of Bloodcove" is without a doubt the greatest Pathfinder experience I've had in recent months. It's got fun. It's got mystery. It's got exploration. It's got stealth. It's got memorable combats. But most of all, this scenario has memorable NPCs who are invested in the game as it's happening.

Here's what "By Way of Bloodcove" does right:

The Good:
Let's start by saying what this game isn't. This isn't a linear dungeon crawl, so players have to come to consensus about what they want to do and how they want to do it. But it also makes sure that a single character can't run the out-of-combat show either, by requiring everyone to participate in the Awareness game, which is done MUCH BETTER than it was in "Before the Dawn."

Where do we go first? Who should we side with? What do we sabotage? How do we keep this Wayfinder secret? This scenario DEMANDS that you role-play. Brilliantly.

This game can be run with minimal combat if the PCs are interested in trying stealth to do some sabotage, allowing skill monkeys to have some good fun. Same with plenty of Knowledge and Diplomacy checks. Having multiple skills represented by the party is a requirement in this scenario!

While I understand that the Witchlight Inn will become home base for many groups, I highly encourage GMs to focus on Novaria and make her the super-contact for your group. Mine went back to her time and time again for more information about the town. She was basically their oracle of Bloodcove, and it lead to some amazing role-playing opportunities.

(My group actually sent Ungala tied up and unconscious in the cart back to Novaria while they went to do some sabotage. When they returned to House Cartahegn, Novaria treated them all like they'd given her the best birthday present ever.)

Have fun with this. Make sure PCs are living up to their cover story. Find ways for each of them to succeed and fail so the whole group remains tense. Oh, and make sure they see the hyenas and the Aspis guards and the Hydra(!!!) roaming the streets. That way they can be even more terrified throughout the scenario!

There are a few things done not-so-right:

The Bad:
But not much.

This scenario makes some references to "Before the Dawn Part 1" without fulling explaining them. The Pathfinder Lodge that is under constant surveillance by the Aspis is the biggest example. In "BtD," you're warned not to go there at all. In "BWoB," you're expected to know why, I guess? I found myself doing some explaining, and it helped that we had one character who had been to Bloodcove before. Basically, as a GM, read "Before the Dawn," and you'll have a much better idea of the setting.

Because this is a sandbox adventure, the intro NPCs are a little vague. My players weren't asking everything they could, so when they arrived in Bloodcove, they didn't exactly know what they needed to do. I found myself recapping a few times, making sure they knew the three major objectives and what their current leads were. I would expect most Pathfinder groups to begin all three objectives at once, and it's easy to get lost. They also consistently believed that the three objectives were all wrapped in the same place, which was funny to me, but a little frustrating for them.

Finally, I agree with the wayfinder ruling, but I wish I didn't have to. It feels a little punitive in this case, so I hope that there are responsible Pathfinders at your table. Otherwise, there's going to be a baaaad taste in people's mouths when the game ends prematurely.

I just want to point out that even with "The Bad," a player said this may have been their favorite scenario to play of all time. I mean, I'm still giving it five stars.

The Exchange Bit:
Unfortunately for Exchange characters, the choice you get to make is dependent on whether the party gunslinger doesn't drop Ungala before she gets a chance to surrender. That little bit of role-playing would have been a fun addition to this scenario, and I don't see a lot of parties getting the opportunity to support Ungala.

Are you a GM? Get this game and run it at your local FLGS. Prep it a ton, but be ready to improvise as the PCs sandbox the heck out of Bloodcove. Are you a player? Convince someone to run this game. (Or, you know, download GM 101 and get some hints to running it yourself!)

tl;dr: Shut up and play this game. Five stars.


Great for players, poor for GMs.

2/5

This adventure has tons of Pathfinder flavor. It involves the Aspis consortium, and it involves an undercover operation in Bloodcove! Awesome. It has throw-backs to a previous adventure (#2–01, Before the Dawn, Part 1: The Bloodcove Disguise) and beautifully foreshadows #6-12, Scions of the Sky Key, Part 1: On Sharrowsmith’s Trail.

There is a lot of fun to be had for players, with about 3-4 objectives to complete, and no fixed timeframe or order to complete them in. There is a reasonably nice mechanic in there to help keep things moving. It relies on a certain number of checks the PCs make, and not a certain amount of time progressing (or even related to the order of those checks). This should give PCs plenty of opportunity to have fun in Bloodcove.

However, I GMed it (over PbP) and the adventure is filled with holes and other issues. They all involve spoilers, so I’ll put them below. Let me say first that with a lot of preparation (much more than I'd want to put in for a 3-4 hour scenario), the GM can overcome (almost) all of these issues and make the game fun for players.

Issues for GMs:

Issue 1: Incomplete objective

Right off the bat is a small, but fairly significant issue: Aya Allehe (the Venture-Captain quest-giver equivalent) doesn’t give the PCs one of their main objectives. She suggests to speak to Novaria to get a contact in Absalom. It’s a throw-away “further development” bit, word for word:

She also provides them with the name of a possible contact: Novaria, an agent of House Cartahegn (one of the smaller rival trade houses of the city), who has worked with the Society in the past. She tells them that they if they mention Aya’s name, the Cartahegn spokeswoman should at least hear them out.

From this, the players are supposed to figure out that what Aya wants is for them to approach House Cartahegn with a proposal for smuggling Pathfinder agents and Pathfinder Society goods through Bloodcove. I read the whole adventure 3 times before running it, but still didn’t realize or remember that Aya’s “quest-giving” didn’t include that very key objective! I had to retrofit.

If you GM this, just remember to tell the PCs what their objective is with Novaria before they depart for Bloodcove. Otherwise, you’re stuck retrofitting (which I hate doing).

Issue 2: Canvassing the Locals

The PCs are asked to canvas the locals to find out their attitudes towards the Aspis Consortium, ostensibly to figure out if the Pathfinder Society has a hope of wresting control of Bloodcove from the Consortium. Great objective, good flavor and makes total sense. However…

There are four named NPCs and 2 generic “local ethnicity” locals NPCs you can “canvas” in order to discover the town’s attitudes. The named NPC choices are pathetic, and I have no idea why the PCs would even think to ask them - let alone why they’d need to make a check (albeit a low DC check) to “discover” their allegiance. Here are the only named NPCs, and what the PCs know about them before they somehow still need to roll before they “know” if this NPC feels positively or negatively towards the Aspis Consortium:
1. Byshek Obiel: Perhaps the most valid named NPC to canvas, if the PCs chump their sense motive / perception to notice the waitresses. This guy is running a spy network for the Aspis Consortium. How do you think he feels towards Aspis? Positive. Yep. Wow.
2. Na’alu: Openly recruiting for the Aspis Consortium, even trying to convince the PCs how good they are and attempting to get them to work for the Aspis Consortium on the docks. Hmmm. How would he feel? Let’s ask. Really?
3. Novaria: The Pathfinder contact who ends up agreeing to help you smuggle Pathfinders (the enemies of the Aspis Consortium) through an Aspis Consoritum controlled city in direct opposition to the Aspis Consortium. Hmm. Negative attitudes towards the Consortium? Better check.
4. Ungala: The most ridiculous choice to specifically ask. A bandit who directly fights against and steals from the Aspis Consortium (and other merchant houses) and rants about how much she hates that they are stealing national treasures from her people. Oh wait, better just make sure… does she like the Aspis Consortium?

Worst of all, it’s attached to a success condition. If your PCs don’t think to ask these NPCs and make their rolls, then as written, they miss out on progress to a particular success condition.

Sorry for the sarcasm, but that level of poor design really deserves it. Make up some other NPCs to appear. The players have time, and they should be doing it anyway. Have a random name/profession/attitude generator or something if you like. It’s not hard. NPCs who have obvious attitudes towards the Aspis Consortium shouldn’t require a check, or even be part of this objective.

For GMs, there isn’t much you can do about this as you have to run the adventure as written. Your PCs have six choices on NPCs to canvas, and they need to get at least 3 to meet that success condition. Just prompt the PCs to ask if they’d like to know “for sure” how the NPC feels when they encounter them, and get them to make the roll. Then sigh deeply and move on.

Issue 3: Where to Stay / Pathfinder chapter house WTF?!?

The sandbox-like nature of the adventure is great, but PCs are left with only a single very poor choice of where to stay: the Witchlight. If you have a group who completely chumps their perception and sense motive rolls, they’ll never know. However, I feel that an average party would discover that the waitresses are spying on the tables and listening in to conversations. This makes that location a very poor spot to stay. Are there alternatives? Nope.

There is a mention of the local Pathfinder Society chapter house, but it isn’t included in any of the text at all, save for a knowledge (local) result stating that “foreign Pathfinders who visit it frequently disappear”. Seriously? They maintain a chapter house, but can’t even receive visitors and they haven’t closed it down? Given that they haven’t wouldn’t this be:
1. A prime location for the Pathfinders to gather;
2. The best place to start looking for Malika Fenn (the agent who went to ground for fear her identity was compromised);
3. A location to at least put some effort to detailing in the scenario; and/or
4. A better quest objective. Seriously! I can’t believe they’re just allowing visiting Pathfinders to be killed!

As a GM, get past this by making up another Inn where they can stay, or let them stay at the local PFS chapter house if they enter surreptitiously. Either way, you’ve got a bit of prep work to do getting some NPCs and the location/s set up.

Issues 4 & 5: The Smuggling Deal

If the PCs force Ungala to capitulate, she offers them a deal. But where does this happen? In the streets. There is no obvious location for them to broker a deal with Ungala. The crowds disperse, but the Free Trade Square is a massive open space and prying eyes are everywhere. Are the Pathfinders honestly expected to just broker a deal then and there? If not, where do they put the cart while they are making the deal? What happens with Ungala in the meantime? Do they just let her go?

The scenario doesn’t deal with any of that. Not what happens to Ungala if you refuse and deliver her to the authorities, not where to make a deal with her… nothing. I don’t mind making these things up on the fly (it’s why I roleplay!), but I prefer the adventure to at least give something as a believable option for what to do when the PCs take the obvious course (eg. exercise caution to hide their identities while they’re undercover in a crowded market), even as an afterthought.

For GMs, the solution is to just make up a safe place to meet. I improvised a nearby stable that Ungala had prepared in advance for stripping out the cart.

Further, my players tried to broker a deal with both Ungala and Novaria. There is no option for this in the scenario. They made some exemplary diplomacy roles and did some beautiful roleplaying to try to convince Ungala to also work with the Society (while not telling Novaria). Did the author seriously not consider this possibility?

I allowed them to use both Ungala and Novaria for roleplaying purposes, but got the players to pick a “principal” for the agreement, so I could report it properly.

Issue 6: The Warehouse / Sabotage

There are guards outside the warehouse, patrolling. There is no guidance given for their patrol rout, nor is there enough space on the regurgitated flip-mat to actually have the battle. Fine if your PCs bypass the guards, but when the miniatures come out - you’d best have some spare terrain prepared. It’s a city dock setting, so there should be alleyways and boxes for the PCs to hide behind if they want to ambush the guards as they patrol - but they are missing from the map since there is nowhere near enough space shown beyond the warehouses. The tactical maps really were made for fighting inside the warehouse, which is likely to occur only if the PCs sneak inside past the patrol but then later get noticed by the guards.

It really shows a lack of attention to detail and foresight on the author’s behalf. It would be much better to have a single-entrance warehouse and have the guards in fixed position - with enough room to fight outside!

Also, the ships mentioned in the descriptive text are nowhere to be found on the map because it’s a flip-mat, and not custom for the scenario. Since they have 3 maps as flip-mats (which is generally fine, even great, when the maps are appropriate) and 2 custom maps, I’d really like to see this as the custom map instead of the other two (the ambush map, I’m sure, would have an appropriate flip map available somewhere). The map of Bloodcove is the other custom map - which leads me to a further minor gripe: the Map of Bloodcove has an ambush marked on it along with the location of Malika Fenn’s dead drop! You can’t possibly show it to players until all the encounters are over, and it would really help get them acquainted with the town.

It really feels like this scenario was never play tested, or if it was, they didn’t take the time to update the scenario based on the lessons they learned. Seriously, where are these things they’re supposed to sabotage on the map? They haven’t even been marked in afterwards with letters! Also, the adventure says “three large riverboats”…. but the slip could support at most 3 x 20 ft boats if they squeezed a lot. I'm not planning a jungle expedition, but a 20ft boat doesn't sound as though it's large enough. I've been in a 20 ft kayak (okay, so it fit 2 people in it, but still...).

PCs also need to complete “2 of the following objectives” but many are mutually exclusive. I can’t imagine you’d be able to sabotage the supplies successfully by poisoning them if you also burn down the warehouse containing them. Same with scuttling the ships (or burning the ships) and disabling the rudder - can’t do both. Can’t scuttle ships and burn ships to get the same effectiveness either. The presented sabotage options are just poorly thought out. Of course, players are encouraged to come up with their own ideas… but if burning all the ships and the warehouse itself to the ground only gets them a “partial” success, it seems ridiculous to me. Why would they think to do anything more if everything is destroyed?

GM advice: just decide where the guards are when the players arrive, come to the session with a spare flip-mat (or just a grid) with appropriate boxes/crates/alleyways for the PCs to use tactically and something to represent the three ships (like some cut-outs). If you don’t have a spare appropriate flip-mat, just pull out one of the book’s other maps to run the battle (like town square map for Ungala’s ambush) just so that you have a grid to fight on. So poor that you have to do this, but unless you like drawing grid lines on your tabletop, or playing free-form, then you pretty much have to. Luckily, I played on PbP and could just add in the extra map online (used a D&D city map that I found online with an edge that matched closely to middle of the warehouses).

As for the sabotage and if they decide to burn it all and do nothing else, flat out let them know up front that they need to complete at least 2 forms of sabotage and let them get very creative (before burning it to the ground). Or rule that burning the warehouse gets them 1 out of 2 and burning the ships as well makes it 2 out of 2.

Issue 7: Lazy, Lazy, Lazy

In addition to the points above about the laziness of the adventure (poorly chosen flip maps, bad guys, descriptions) the general lack of attention really needs to be its own issue. Overall, the author either doesn't pay enough service to the fact that many GMs will be picking this up and playing it the same day, and also not all GMs have time to do their own research for something that is supposed to be hassle free: a scenario.

Aya Allehe has a picture in the book, which is great, but her introduction is totally devoid of description. A GM is forced to describe her from her picture or just show the picture to the players. Same with Na'Alu (GMs may not realize that he has a picture many pages after his appearance... not when he appears for some reason). Later, Novaria isn't described or pictured at all, and she's not Mwangi and has been described in a PFS scenario before (so GMs shouldn't be forced to make this up).

Worse, though, two major ethnicities that PCs are supposed to canvas (Bonuwat and Bekyar) aren't described at all. I have a copy of the Inner Sea world guide and my Internet works just fine. I looked them up... but I'll be damned if I know anyone who wouldn't need to look this up. How is anyone supposed to remember exactly what two subgroups of four major ones found on the Mwangi continent are all about? It should have been included at least in the knowledge (local) description/s. No-one should have to Google something like that when they have the adventure in front of them, especially when the author is so lazy as to describe someone in the adventure as "a Bonuwat man”.

Oh, and the tactics and morale are missing from Na’alu and his robot friend in tier 3-4. The pro-forma description for the robot is “a strange, artificial looking humanoid” - nothing about what makes him look strange and artificial. There are also minor consistency issues throughout (eg. Na’lu’s feats are also missing “combat casting” in tier 3-4 and he can’t possibly have a concentration check of +10 without it).

Lazy, lazy, lazy.

GMs, do some research and write some notes before running your session. Come prepared with your own descriptions of NPCs and figure out how the tier 6-7 tactics relate to tier 3-4, and use what you can (Na'alu obviously can’t cast stoneskin on himself at that level 6!).

Summary

These issues really annoyed me, but there is no reason they need to reduce the fun for your players. It just requires more preparation from you as a GM than you might normally be prepared to put into a PFS scenario. If you’re a GM and you're in a position where you need to pick up a scenario and run it on the same day, PICK SOMETHING ELSE.

Otherwise, this can be great fun for players (especially those with skill focuses) and I heartily recommend running it or playing it prior to the Scions of the Sky Key series (if you’re playing that scenario at the higher subtier).

For GMs, this is a 2 star scenario (the flavor and sandbox mechanics alone brings it to 2 stars, the rest of the adventure design gets it absolutely no further points at all). For players this is a 4 star adventure. Since I GMed it, I'm giving it 2 stars.


5/5 would use gm star to play again!

5/5

Fun roleplay, challenging encounters, great use of skills and interesting mechanics.

Make sure you practise your "Villainous monologue" when GMing this! (It is literally advised in the scenario, muahahaha!)


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Announced for November!

Sovereign Court

How well is this connected to the Before the Dawn (#2-01 and #2-02) series? At least this has the same location.


Quick question and excuse my ignorance, but is there some rule or something about only certain star level GMs or venture-staff able to run new games for a certain period of time? Or can anyone run this for PFS once it goes on sale?

Grand Lodge

There are certain scenarios that are limited in that way, but they are usually marked -EX. This is not one of them.


Yeah, the -EX ones are generally a little preview of next season, or in some other way special. Other than that its open to anyone as far as I know.


Many thanks for the info, greatly appreciate it fellow pathfinders


Looking forward to running this! But I have a question about a new item in it...

Nifty New Item:
Hematite Sphere Ioun Stone (flawed)

Is it available for purchase in PFS (assuming your PC has sufficient Fame and GP) without the chronicle sheet? (Obviously, it can be bought off the chronicle sheet.) Is there any other write-up for this item?

Some other questions about it...

Cost & Type:
Most Ioun stones come in regular, flawed, and cracked. This one only lists flawed. Are regular or cracked versions available, and if so how much are they & what are their properties?

Mechanics:
When slotted into a Wayfinder, it points toward the nearest other Hematite Sphere. Will it detect a Hematite Sphere if the other one isn't slotted, or do both have be in wayfinders for the location effect to work?

Thanks!

Paizo Employee Developer

Amanda Plageman wrote:

Looking forward to running this! But I have a question about a new item in it...

** spoiler omitted **

Is it available for purchase in PFS (assuming your PC has sufficient Fame and GP) without the chronicle sheet? (Obviously, it can be bought off the chronicle sheet.) Is there any other write-up for this item?

Some other questions about it...

** spoiler omitted **

** spoiler omitted **

Thanks!

In Response:
This ioun stone only appears in its flawed form thus far, though I strongly suspect we'll revisit it and introduce cracked and standard versions of it in a future publication. The version on the Chronicle sheet is available for purchase, and I'm sure clever players might come up with uses for it. A sloted version does have resonance, despite this being an atypical quality, and it points to the nearest such stone whether that stone is slotted or not.

John Compton wrote:


** spoiler omitted **

Thanks for the response, John!


Maybe I'm missing something and this is covered in the scenario, so forgive me if that's the case.

Spoiler:
What happens if none of the PCs own a Wayfinder for the stone to be slotted into?


Running this on play by post now... really loving it. Strangely, we're doing Scions of the Sky Key Part 1: On the Trail of Sharrowsmith next with the same group - and this seems to directly lead into that! So cool having the connecting scenario, even if it is just a thread about needing to find Sharrowsmith (no spoiler, it's in the title!).

So far, it's a complex adventure but I'm really enjoying the subterfuge aspect. I'll let you know more when I finish it and review it. ;-)

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