A Pathfinder Society Scenario designed for levels 3-7.
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits.
I got to play through Debt to the Quah with the four-player adjustment. Although the description may make it sound like a standard dungeon delve adventure, it has a deeper theme that the right players will really appreciate. It also features a good mix of role-playing, combat, and skill use. Definitely one worth checking out.
SPOILERS!:
There's a really interesting and original premise to Debt to the Quah. A year ago, a Pathfinder named Lumketul "discovered" what he thought was an ancient Thassilonian vault and looted the place, later publishing his "findings" in a volume of the Pathfinder Chronicles. The Society needs to institute some peer review practices, because it turns out Lumketul was completely wrong--the place wasn't Thassilonian but instead a Shoanti burial vault! When word of what happened spread, the Shoanti entrusted with taking care of the remote site were understandably angry. Now, as Venture-Captain Ambrus Valsin explains in a briefing, the PCs need to apologise for Lumketul's actions (the bungler himself having disappeared--a curious mystery that I don't think ever gets resolved) on behalf of the Society and, hopefully, repair the damage with a scavenger's stone (a magical item which can repair broken objects). I love the premise because usually the PCs are cast as the tomb raiders and graverobbers, but here they're more in the role of responsible archaeologists looking to preserve history and maintain good relations with the traditional custodians of the land. Obviously, there are echoes of real-world controversies here, and I like how the scenario handles the theme without coming across as didactic or saccharine.
After the briefing, the PCs are teleported to the famous Storval Stairs in Varisia for a meeting with an assembled council of Shoanti leaders. If you've played a lot of PFS and SFS, you can probably guess what happens next. The PCs need to win over a certain number of individual councillors to gain acceptance of the Shoanti's apology and permission to travel to the damaged sepulchre and repair it. I find that the enjoyability of these influence challenges really depends on the GM--some are really able to bring the NPCs to life for some memorable role-playing, while to others they're just names and requests for skill checks. The scenario does everything it can to assist the GM, with full descriptions of each council member, along with role-playing suggestions. The NPCs are interesting and diverse. I like how one of the council members simply can't be swayed (and later tries to undermine the PCs with the others), and that there's a lot of little bonuses, penalties, and complications depending on how the PCs role-play (though sometimes things that affect interaction with every NPC are buried in the description of a particular one, which makes good GM prep necessary). I think my only main issue with these influence encounters in general is that the writers try too hard to make it so every PC can be involved, and thus provide for all sorts of physical and knowledge-based checks to persuade NPCs, while the traditional influence skills (Diplomacy, Bluff, and Intimidate) often get comparatively very high DCs! That means that a "face" character doesn't get a chance to shine in exactly the type of encounter they should.
Anyway, after the council meeting, the PCs head to the sepulchre. This happens whether they were a rousing success or a pitiful failure, and there's no in-game consequences either way--which is poor writing, in my opinion. I know there are penalties reflected on the Chronicles, but it's really frustrating as a player during the session to feel like your group's actions don't really have any consequences on what happens.
The remainder of the scenario takes place in the Shoanti burial vault and uses the classic Dungeon flip-mat to good effect. A real strength of the scenario is that this isn't a generic dungeon experience of the "one monster and treasure in each room" type. There are some monsters, of course (and very cool ones at the exit, as seen on the cover!), along with some flavourful haunts that help tell more about Shoanti culture. But the core task in each room is to figure what needs to be repaired or restored, and how to go about it. It's a sort of "reverse dungeon crawl" that provides the positive experience of restoring cultural artefacts to their proper place instead of looting them. Along the way, the scenario provides some good opportunities to use rarely-invoked skills like Appraise, Craft, and Sleight of Hand.
Debt to the Quah is one of those scenarios that's deeper than it may appear at first glance. Having played it and then read it for the purposes of this review, I'm pretty impressed and definitely recommend it--especially if you have PCs that have more to offer than just hacking and slashing.
- cool and truly different social part (except for discovery checks which are always Knowledge(local) and Sense Motive - boring) allowing everybody to shine.
- dungeon map which is visible all time long (without fog of war)
- opportunity to do things right, not being murder hobo
P.S. As for the last fight - my party ran away and fied the door-seal to the tomb throwing repairing stone at it! Hooray!
I can do no better than to recommend Cyrad's review...
Browsing through season 10 scenarios, I realized I had not rated this little gem. Seeing only 1 review, I thought I should add my perspectives on this adventure.
Reading Cyrad's review below, however, I must surrender the field. They have succinctly and accurately summarized my experience as a GM. I experienced no particular difficulties in preparation of the scenario. The Social portion proceeded surprisingly smoothly (mechanically). The subsequent trek was enjoyed by all, I think.
I confess I did not encounter issues 1 or 2 that he noted, but I understand and agree with issue 3. That said, my party didn't notice/comment... they were distracted with other concerns! :)
I unreservedly recommend this scenario, to play or to GM.
Debt to the Quah has an interesting premise where your fellow Pathfinder has done the stereotypical Pathfinder action of raiding a tomb that the local tribes considered sacred. It's a fun deconstruction of the society that every character will probably have a different reaction to. The scenario is split into two parts. The first section requires the PCs to convince a council of Shoanti to let them fix the rogue Pathfinder's mistakes. This uses an abridged version of the influence rules from Ultimate Intrigue (thankfully provided at the end of the scenario). If you played/ran Solistice Scar, then you know what to expect here. The second part of the scenario involves a dungeoncrawl where the PCs have to restore (instead of plunder) a tomb.
The scenario's greatest strength lies with variety and quality of encounters. There are social encounters. There are puzzles. There are traps. There is combat with unique monsters possessing rather interesting special abilities. The players particularly enjoyed the last fight despite it becoming a slog for a 4-man party. The scenario also has the best designed haunts I've ever seen in a module. Other authors should take note from this scenario on how to write fun and interesting haunts, instead of haunts that are merely hazards that cannot be interacted with unless you're a cleric or a psychic class.
Unfortunately, the scenario is not without its flaws. I encountered the following issues when running this scenario.
Spoiler:
1) The four-player adjustment for influencing the council feels incredibly insufficient. A four-player party will only have 20 turns to influence the council. Mainwhile, a five-player party will have the benefit of greater variety of skills while a six-player party will get a total of 24 turns. When I ran this, the party would have lost if not for a lucky string of rolls in the final round.
2) There's a serious typo with the haunt in area A10. The text says that the haunt manifests in the room. However, the haunt's stat block says in multiple places that the effects occur in A8. It seemed weird to me for a haunt in its statblock to specify which room it appeared, so I wasn't entirely sure if it was typo or that the haunt is supposed to manifest in a different room. After rereading the text 5 times while my players patiently waited, I decided to just skip the encounter and say the haunt manifested uselessly in another room.
3) It feels really weird from a story perspective that the party has to destroy the tomb's guardian. The party spends the whole scenario fixing things only to have to break something at the scenario's climax. And if they don't kill the guardian, it counts against their success conditions. It's especially odd given that the party has to clean up a mess caused by the rogue Pathfinder breaking the guardian. Now they have to mess up the room again? I would have expected maybe the party defeating the golem and then restoring it, but by this point in the scenario, most parties will have run out of charges in the scavenger's stone.
Otherwise, this is a pretty solid adventure. I actually hope to see more adventures about this rogue Pathfinder.
Is it really going to be available Feb 27? I've seen this before and I have a big group already signed up to play this March 11. Can I trust it'll be out by then? Or should we schedule something else?
Is it really going to be available Feb 27? I've seen this before and I have a big group already signed up to play this March 11. Can I trust it'll be out by then? Or should we schedule something else?
With a few exceptions—usually based on a scenario needing an unexpected amount of work or an unforeseen major staff outage—scenarios have been on time. This is especially the case since we started the scenario subscriptions, as those require us having products ready a little earlier.
So yes, expect this on February 27th. March 11th should plenty of time to prepare and run the game.
I'm not terribly familiar with PFS scenarios, but I'm always on the lookout for things to spruce up an adventure path, whether between chapters or to make overland travel more interesting, and I'm about to kick off the Curse of the Crimson Throne hardcover.
The heart of my question is, would this scenario fit thematically/geographically into Chapter 4: a History of Ashes, perhaps as an additional opportunity to supplement that story or even as a background event if the party happens to be in the area while traversing the Cinderlands (with the understanding of course that I would have to scale up the encounters)?
I'm not terribly familiar with PFS scenarios, but I'm always on the lookout for things to spruce up an adventure path, whether between chapters or to make overland travel more interesting, and I'm about to kick off the Curse of the Crimson Throne hardcover.
The heart of my question is, would this scenario fit thematically/geographically into Chapter 4: a History of Ashes, perhaps as an additional opportunity to supplement that story or even as a background event if the party happens to be in the area while traversing the Cinderlands (with the understanding of course that I would have to scale up the encounters)?
With a little tinkering, I think that you could adapt it as a fun side quest.
Here's how:
The Sun Clan is not pleased with the PCs overall, particularly given a recent Pathfinder's having sacked a sacred site. The meeting of quahs that takes place in #10-14 serves as an opportunity for the PCs to make their case to the Sun and others. By looking good to many of the quahs, the PCs would have more leverage to get on the Sun Clan's good side.
The scenario has a significant typo in one of its encounters.
Spoiler:
The text for A10 says that a haunt manifests in the room. However, the Forest of Night stat block says multiple times that its effects manifest in A8, which doesn't mention a haunt at all.