A Pathfinder Society Scenario designed for levels 7–11.
The occasional unexplained disappearance is common enough in Ustalav, yet a rash of unexplained abductions has led to fearful speculation on the verge of panic in the streets. Hoping to improve the Pathfinder Society’s reputation in Ustalav, Venture-Captain Basia Kalistoff has offered her lodge’s services in putting an end to this crime wave. But in a city where countless terrors haunt its underworld and institutions, can the PCs unveil the true culprit without unleashing an even darker fate on Karcau?
Content in “The Darkest Abduction” contributes to the ongoing storyline of the Scarab Sages and Sovereign Court factions.
Written by Jerome Virnich.
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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personally, i actually remember darkest vengeance fondly. sure it was hard but it was at least interesting. darkest abduction also has some interesting fights, and difficult ones to boot. the fights aren't my problem with this scenario.
my problem with this scenario is that if run properly, the best thing for the group to do is classic murder hobo their way through it. one of the encounters actually penalizes the team worse than any penalty i have ever seen on a sheet if they use diplomacy to get through it.
Spoiler:
they lose all prestige and fame for the next scenario that they would normally gain prestige and fame for
honestly i cannot understand the justification for this. personally i think this scenario is the worst product for society play because it only encourages being murder hobos. actual investigation will yield no results and will actually make it harder for the team to get prestige. crazy, just crazy.
Spoiler:
the optimal run through you kill everything up to the swamp guy, and then go back to the base to regroup, triggering the last encounters. if you do that, even if you dont save the lady you still get full prestige. because you decided not to do investigative work in an investigative adventure. bad job paizo.
I'm not going to be redundant with my review. I agree that the plot is terrible. The needs to be a timeline and a better description of how the heist was pulled off. Many times during the scenario the GM can be faced with relevant questions and has nothing to offer but improvisation. The only thing that saves the scenario from a 1-star review is the final combat. While challenging for the GM to run correctly, it keeps the players off-balance and punishes the murder-hoboism that has become rampant in Society play.
The follow up to the scenario I once referred to as "the second worst scenario (Darkest Vengeance) I've played" is here! Should I be excited?
Probably not. Nor should you, for while I can no longer call Darkest Vengeance the second worst scenario (primary due to five more seasons of scenarios added since), this scenario lives up to the unhype of its predecessor. Although for entirely different reasons, even though I suppose you can call this one a bait and switch too (since it's not the investigation it's advertised to be). Even with a very good GM at the helm, this one could not recover.
I could write something lengthy here, but I'll save your time and mine. Go read amugaba's review of this scenario, as it's pretty much right on the nose regarding why you should avoid running or playing it. As for my star, I didn't give Darkest Vengeance once star, so I suppose I can't do it to Abduction either (although I really want to).
I GM'ed this on high-tier, and our group generally enjoyed it. However, that enjoyment was in spite of the many flaws in this poorly designed scenario.
TLDR – The combats have cool mechanics and can be great fun if you take the time to prepare tactics. Ustalav is also a flavorful location. The rest of the scenario is...the darkest abduction of four hours of your life.
If you have to run this, tell your players not to investigate or think about the plot. Tell them to just pretend that each encounter along the railroad is an isolated event.
Here’s why…
1. Every player action is meaningless
The scenario presents itself as an investigation/mystery, yet nothing the players do will have any consequence. There are clues, but the clues do not lead to any answers. There are people to question, but their responses are all untrue. It may seem like I’m exaggerating, but there is actually not a single thing the PCs can do to “solve” anything. They simply must go where an NPC direct them, fight a combat, and then get pointed to the next location. Once they have done this three times, they will end up at the final location and fight a final combat.
I don’t consider railroading to be bad in a PFS scenario, simply because the scope is limited. However, even when the PCs only have one path, that path should include meaningful actions and challenges. The proper way to do railroading is to for Step 2 to require for Step 1 to be done first. Step 1 is overcoming some barrier or acquiring some knowledge that allows the party to do Step 2.
In this scenario, however, none of the steps rely on each other. They could be done in any order, because they don’t create any results. At the end of the three encounters (all except for the final one), the players know exactly as much as they did at the beginning of the scenario and no progress has been made in stopping the villains.
All knowledge and all progress are acquired in that final encounter.
In fact, since the preliminary encounters don’t accomplish anything, logically they could all be skipped. The PCs could complete the mission briefing, go to sleep for the night, and then walk to the location of the final event, and everything would still make sense.
About three hours into the scenario, players realized that everything they had done up until that point was irrelevant, and they were disappointed. We were also rushed during the final encounter because they had spent a long time trying to solve an unsolvable mystery.
2. The scenario document doesn't even tell the GM what is happening
My table was incredibly creative in using divination spells and out of the box thinking. Given the above point that player actions were meaningless, I want to add some meaning to reward players for investigating. However, I was mostly unable to do so because the scenario doesn’t even tell the GM what the villains are doing prior to them appearing out of thin air for the final encounter.
The scenario document is 39 pages long. I think maybe two paragraphs are devoted to the actual plot of the scenario: the actions of the villains and their abductee. The rest is incredibly lengthy descriptions of every room in every location. I don’t need to know what every rug, chair, desk, and bottle looks like, where they're from, and what condition they're in. I do need to know what the NPCs are doing along with when, where, why, and how they’re doing it, even if they’re off screen.
I ended up having to invent a great deal of detail for why things were occurring, simply because the document says "it happens because it's the next step".
3. Players must take evil actions or lose significant rewards
Spoiler:
In the second encounter, the players have the option to either attack peaceful, innocent NPCs or negotiate with them. Negotiating costs them a large amount of gold or prestige.
In the third encounter, the players have the option to destroy hundreds of thousands of gold pieces of a legitimate businessman’s property, who they have not seen commit any crime (and who is not involved with the villains), and then steal even more of his stuff. If they don’t, they lose a large amount of gold.
In both of these cases, the NPCs were completely peaceful, and there is no benefit to being good. I honestly think the writer didn’t even consider that these actions were evil. However, some Pathfinders are not murder hobos, and the scenario writing shouldn’t force players to act that way.
Played low tier as an Archer Ranger at a well-balanced and experienced 6-player table:
A Railroad scenario if ever there is one, although at first it doesn’t feel like it. The story line comes off as a poorly constructed winding railroad track with the false (and see-through) illusion of free will investigation as you slowly navigate through one dead-end after the other, building up a very full sense of frustration. Unfortunately, it is not like many of the other PFS investigation scenarios where you really feel like your PCs actions are successfully uncovering a plot.
There is a lot of description, but as others have written – as it builds up the prose is kind of odd with noting really adding to the real flow of the story. Some of the locations are quite interesting, but your reasons for being there are poorly constructed. There is a lot of history linked to a previous scenario but since only 2 out of 6 of us at the table had played the precursor from FIVE YEARS AGO – that fell completely flat with no one really “getting” it.
The 3 fights we had were mildly interesting (with my favorite part being the change-up of some sanctioned PvP), although the room size in the last encounter doesn’t really accommodate a party of 6 w/ 1 animal companion. As a well-equipped party, the boss fight was mostly a push over.
To be blunt, this might be the worst scenario of Season 6 I’ve played at this point (out of 17), and one I don’t plan on bothering on running.
I just got finished playing this, It is one of the most ridiculous adventures I have been on. It is so railroaded that the GM was apologizing to us about how limited our choices are. there was so description on things that really did not need it and so little on actual plot. It became a running joke that we were on the tracks about halfway through the game. and we felt like it was a really bad Scooby Doo episode( we had a large cat for scooby stand in). all in all the best part was taking the villain and making them a pincushion in the end. and mind you my character started this adventure really not a big violent person but by the end he was the biggest supporter of murder death killing. all in all the adventure is one that try's to be investigative mission without really letting and/or you dont make the rolls and you are kinda left wanting. sorry for the rant but damn was looking forward to this and was more comedy (for the wrong reasons than suspense)
A couple possible errors I noticed reading through the scenario while doing prep.
Scaling Encounter C2:
Subtier 10-11 says to "Reduce the Perception DC of the nightmare vapor trap to 23. Reduce the Disable Device DC of the trap to 27."
The trap starts with Perception 30, Disable Device 25. My guess is that they got the numbers swapped for reduction, and it should read
"Reduce the Perception DC of the nightmare vapor trap to 27. Reduce the Disable Device DC of the trap to 23.
Map on page 17:
The D6 notation is placed over the foot of the stairs to area D10, but the description for D6 on page 18 describes it as the rear entrance.(Which appears to be to the right of the D7 notation.)
We played this tonight. It was a very interesting investigative scenario, and enjoyable, despite major railroading. But, despite investigating moderately quickly in the beginning, skipping the optional encounter, and some major GM squeezing of the later investigation time, we ran just over 5hrs.
Please Paizo, you really need to edit/playtest these kinds of scenarios for time. I'd hate to run/play this in a convention slot.
This is the worst scenario I have ever played. I have previously played this writers 4-05 scenario and I continue to be unimpressed by his scenario design. The scenario is overly deadly, 1 player dead and 2 unconscious in the first encounter which isn't even a combat, in the end the party walked away and this is overly deadly. There should be a warning on this adventure and it should be tweaked, when you have venture captains telling stories of losing 4 people to this mod this isn't fun this is sadistic cheese.