Pathfinder Society Scenario #6–23: The Darkest Abduction (PFRPG) PDF

2.30/5 (based on 16 ratings)

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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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2.30/5 (based on 16 ratings)

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Mystery on Rails

3/5

GMed this for Tier 10-11. I love the flavor of Karcau, and there are plenty of awesome places that are a blast to describe with all sorts of interesting sights, sounds, and smells for the party to experience.

That said, the players at my table thought the investigation aspect of the scenario was incredibly frustrating, and I'm inclined to agree. The PCs searched about in vain for clues, and they weren't failing skill checks in that pursuit; rather, there were essentially no clues to find. The only real leads throughout the entire scenario come from very dubious sources and are almost entirely red herrings. One of those red herrings even requires that they pay a not-insignificant amount of gold, take a negative boon, or just murder-hobo the people. The players were at wits end when that proved to be a dead end as well, and they likely would have been livid except that they had stolen the money back from the swampers after the fact.

After having played and GMed a number of fun investigation-based scenarios in PFS, I felt that this one was incredibly underwhelming. I'd give this a lower score, but I'm a sucker for Ustalav, and the descriptions of the various scenes were excellent. A certain basement was particularly enjoyable to describe as the party explored it.


So much wrong-fun and laughs in a single scenario

4/5

There has been a rash of abductions in the city of Karcau in Ustalav. When it was only the common folk who were being kidnapped, nobody cared. BUT! When a diva from the opera was kidnapped, Venture Captain Basia Kalistoff calls in the Pathfinders.

The mission briefing is pretty boilerplate: Everyone hates Pathfinders here, be good and find the diva.

We start our investigation in the opera house after the performance. We find some clues - but they aren't conclusive and don't give any kind of clue on what to do next. Never fear! The crazy hair cutting lady knows what to do! Go to the swamp, find a shrine and incant an evil ritual to summon shady voodoo people who will help you.

This sounds like a super-bad idea. This woman is obviously nuts. We must have missed a clue or two from our earlier investigation. After investigating a second time we find ... nothing. (Later we learned that one of the clues we did find was actually a red herring.)

We go to the swamp. It's not really clear why we're here so we look for more clues ... and find nothing. Reluctantly we incant the ritual and summon the voodoo people. We barter with them for a bit and eventually we buy some information from them. They say that the popular, rich and famous dude who runs a mortuary business in Karcau kidnapped the diva or knows something about it.

Never one to turn down larceny we break into the dude's building and search it for clues ... and find nothing. We do find out however that this dude is into every kink, fetish, drug, etc... imaginable. Behind closed doors he's one bad dude. Eventually he finds us and more or less says, "I didn't do it. The answers you seek are at your own lodge."

So far the investigation has made no sense at all. None of our skill checks to find clues have mattered. We've gone from high society at the opera to low society at the swamp, back to high society again with the mortuary business. (The side implication that our lodge is low society wasn't lost on me.) At each stage an NPC told us where to go next - crazy scissors lady, shady voodoo men and way out there fetish dude. We are completely incapable of advancing the plot on our own.

Choo-choo! The rail-road express pulls into its final stop at the Pathfinder lodge. Please watch your step as you exit the train. Somewhere around this time the DM apologizes for all of the railroading in the adventure. "It's just written that way." he said.

Searching through our own lodge we're told things like, "You can tell how long the alcohol has been out by observing the rate of evaporation" and "Glancing into a dish cabinet (That we've never glanced into before) you can tell that dishes are missing." Our keen powers of observation appear to be limited to irrelevant details. The dishes were the final straw. At this point we all burst out laughing at the absurdities of this scenario.

We reached a door with 3 costumes hanging beside it. If this was suppose to be an opera related clue, it drew another round of laughter. We did notice the missing costumes when we were in the opera house. We didn't think much of it though because there are many plausible reasons why - Fans tore the costumes from the actors bodies mid-performance, aliens swooped down from the depths of space and took them away for their own depraved reasons, a larger advanced fiendish costume ate the smaller ones or they could have been out for a wash and a mend.

These costumes hanging in such an obvious place was the source of much laughter and exasperation because our bard had returned to the lodge at-least 3 times to give Venture Captain Kalistoff updates on our progress. Each time he had to GO THROUGH THE DOOR that the COSTUMES WERE HUNG BESIDE. Each time he didn't notice anything amiss. Perhaps he was too distracted by evaporating alcohol to notice the COSTUMES HANGING RIGHT BESIDE THE DOOR HE WENT THROUGH.

As we were making our way through the lodge we kept finding notes with messages on them like, "You've done bad things Pathfinders", "Look in a mirror before accusing others", "You're bad people" and so-on.

Personally, I've been at peace for a long time with the truth that the Pathfinder Society is more or less run like a crime family. The Dons (Decemverate) pass orders to the lieutenants (Venture Captains) who in turn pass them on to the enforcers (Us Pathfinders). We go to exotic locations, steal their stuff and bring it back to the lodge. That's what it means to be a Pathfinder.

If there was some kind of moral message, it didn't connect. The notes were only memorable because of the disappearing ink that somehow knew to disappear after being read.

Finally we reach the end. We open the door to the final room to see a bound and gagged dark stalker-type creature tied to a piano seat with a sword in its hand. There is an unconscious, tied up and gagged dark stalker-type slumped on the floor. Finally there is a tied up and gagged guy with a scarab tattoo who is looking at us and subtly shaking his head. We had the GM read the room description twice to make sure we heard everything right.

(Master's illusion can't be used to change the pose a person takes or make them look like they are attacking. It changes appearances only. The villain believed the power could be used this way and wanted it to look like the person tied to the chair was about to jump off it and attack. Also, chair-tied person was charmed. Charm person specifically says, "never obeys obviously harmful orders" - like jumping off a chair to stab someone! Lets not forget that the villain "regularly scars them - physically and emotionally" and has promised her Kyton allies "free reign to inflict whatever pain they desire on her hostages once her mission is done." Somehow charm person still works??????)

Gagged chair-person starts to shout! "Bla bla bla evil plan bla bla" and then chair-person is suppose to attack - but doesn't. Totally bizarre! According to the module we can make some DC 25 or 35 checks to get some clues that something isn't right. Lets see... a tied up person with a sword who is gagged but can shout very clearly at us. Can I take 10?

At this point I thought Venture Captain Kalistoff was the villain. Nope. The villain has disguised herself as the open door to the room. Yes - the door to the room. The PCs happen to be standing at that door. To make the situation even more surreal, the shouting isn't even coming from the chair-tied person - but the door disguised villain. Somehow its a DC 25 check to figure out that the shouting isn't coming from 25 feet away and almost in front of us - but is instead coming from the immediate left or right side of the door. Did the people of Golarion never learned how to localize the sources of sounds?

The villain's opening gambit of deeper darkness is thwarted by a spell level 3 ioun torch. One dispel magic later the gig is up. Our peace-loving bard had turned into a frustrated killing machine a few hours earlier, so we let him off the villain. He cast a spell and launched a bunch of two-handed swords and polearms at her. Both Kytons received the express train back to their home planes in short order. For his encore the bard cast the same spell on mortuary dude. We applauded mightily as the curtain closed on this scenario.

We received two custom boons on our chronicle. You should get them too:

Alcohol timing: After looking through the extensive and vast ale collection of Basia Kalistoff, you can now determine how long alcohol has been sitting by watching it evaporate.

Deadly persuasion: After accidentally or intentionally killing an opera diva and then having to deal with her, you now take only a -20 on diplomacy and bluff checks with people you have killed. Do I really have to add that trying to persusade a corpse still doesn't work?


Interesting Story, but Weird Season End

3/5

GM'ed Tier 10-11 and ended up having everything stomped by the PCs. The ideas behind the scenario are good, though it would be nice to have some additional Knowledge History or Local information included to remind people of what happened in Ustalav in the past, rather than just Basia's mention. The last combat in particular is fairly trivial for a well equipped team of high level pathfinders, though I can imagine groups that would have significantly more trouble with it. One thing that bothered me though was a lack of information about travel times between locations, as it's not really clear and important for 10 minute or minute per level buffs. Finally, this just didn't seem like an end of season scenario. It would have been reasonable during the season, but didn't seem to have any ties with the happenings in season 6 or where season 7 seems to be going.


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Silver Crusade

2 people marked this as a favorite.

So much yes. More Ustalav is always a good thing.


1 person marked this as a favorite.

This sounds familiar.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Garrett Guillotte wrote:
This sounds familiar.

I'm glad to see more callbacks like this.

Silver Crusade

Super excited to be heading back to Usalav!


Yayyyyy! Back to Ustalav!

Grand Lodge

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber

I cannot wait for this Scenario. I wonder if our friends in the Scarab Sages are looking for friends in another scarab "secret" society...

Community & Digital Content Director

Now available!

Grand Lodge

1 person marked this as a favorite.

Seems to not have gotten pushed to the VLs again.


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.

The Exchange

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.

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