Infiltration / Assassination Modules


Lost Omens Campaign Setting General Discussion


Hi,

our group recently played Tower of the last Baron converted to Pathfinder. It was our first Paizo Adventure and the players enjoyed it VERY much. Now I´m looking for other modules with an infiltration and/or assassination vibe. My players used to play a lot of Shadowrun so it´s not hard to tell where they got it from...

So my question is: Are there any other similar Pathfinder/Pathfinder Society/Gamemastery or AP modules around? Or maybe ones from the old Dungeon Mag?

Also, does anyone of you run or play games that resemble a mixture of Shadowrun and D&D, with adventures feeling more like runs?

Answers to this thread are very appreciated.

Cheers!

Blood.


have you looked at the Curse of the Crimson Throne path?


No I haven´t. Any chapters you´d recommend over others? (We won´t be playing through a whole AP).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Off the top of my head, there was a spy infiltration adventure Operation Manta Ray back in #66 (so..AD&D or 2e?).

There was another on where they had to scale a cliff to infiltrate a den of slavers, but the details escape me at the moment.

I'm sure others will pop in here and add many more: it's really a standard trope.


He Who Walks in Blood wrote:


So my question is: Are there any other similar Pathfinder/Pathfinder Society/Gamemastery or AP modules around? Or maybe ones from the old Dungeon Mag?

Although I have not played it, one of my favorite infiltration modules is from the Pathfinder AP module "Endless Night". Infiltrating the drow as a drow -- all kinds of fantastic role-playing opportunities there! Should fit well with the Shadowrun crowd.


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He Who Walks in Blood wrote:
Or maybe ones from the old Dungeon Mag?

The following list seemed appropriate to the Shadowrun crowd based upon hits on "assass" ... "infil" ... "spy / spies" ... and ... "murder"

Note that most of these will require some adaptation. Many deal with the after-effects of assassination or preventing/countering assassination. Obviously, you could turn the tables and have the PCs play the "bad guy" role as the assassins, even making them "good" and the target someone "evil". Several Critical Threats and NPCs are thrown in as well for fun.

Also, note that most of the Dungeon APs or Story Arcs, or for that matter any adventure with an "evil cult" or "secret society", could be adapted for the purposes of becoming an infiltration scenario. I once ran the Slave Lords A-Series in this manner.

Spoiler:

Dungeon Issue - Title - Advised Total Levels - Description

032 - Ghost Dance - 30 - The Rover nomads need the aid of outsiders when one of their tribes succumbs to an evil force and begins murdering their fellows. Investigate the strange behavior, free the people from the infiltration of an evil priest from the Horned Society, and undo the affects of his alignment-reversal magic.

036 - Granite Mountain Prison - 25-The leader of the opposition to the tyrannical Theocracy of Interlaken has been arrested and sent to the “inescapable” Granite Mountain Prison. Rescue him soon before the resistance crumbles and any hope of overcoming the oppression of the High Council fades.

040 - Draven Deeps' Menace, The - 26 - Koalinth raid local shipping, causing trouble for the city’s economy. The Prince’s arch-mage has prepared a magical explosive which will destroy the caves of the monsters if placed close enough. Unfortunately, no one knows about the sea-elves who also live “close enough”. Infiltrate and deliver the “nuke”.

045 - Artist's Errand, An - 35-A family heirloom necklace of a reigar has been taken as a “souvenir” by an ex-lover and she wants it back. Of course, some things she’s not telling, like the fact that the necklace is a powerful talisman. Other things she doesn’t know, like the fact that her former lover is a disguised spy from a space-faring Drow nation.

047 - Assassin Within, The - 20 - An assassin is stalking the household of Hakim ibn Rashad, Professor of Natural Philosophy. Protect the professor and his family while uncovering the mystery of who would want him killed.

057 - Cure a Kingdom, To - 45-Plague has struck the kingdom, brought by the dark hand of a god of disease. His followers have made their demands, but are known to cultivate a plant that will cure the disease. Infiltrate their temple and recover the ingredient, but be aware that the plague is only one move in a larger game of chess.

065 - Unkindness of Ravens - 19-Investigate a series of murders, leading to an undead sorcerer-scarecrow who is assassinating the wereraven protectors of the manor.

066 - Operation Manta Ray - 40 - Infiltrate a Pirate City, survive a run through the pirates test dungeon, and then contact and extract a deep-cover naval operative.

075 - Into the Nest of Vipers - 09 - A town is dying from a poison that resists magical healing. The evil “Viper” brigands are throught responsible.

083 - Alterations - 4 - What should be a simple package pick-up in the slums of New Greyhawk turns into a mystery of death when the location turns out to be inhabited by undead. The geneticist and the necromancer you were to meet are both missing, but instead there is a strange, insane mutated “millexium mouther”.

088 - Thirds of Purloined Vellum - 04 - A merchant has arrived with a precious cargo and priceless contracts, but his assistant and contracts have gone missing, and someone is trying to have him murdered. Find the missing contracts and solve the mysterious crimes.

089 - Rivers of Blood - 16 - A powerful chieftain has been assassinated, and now a rival clan threatens to destroy his people. Help the chieftain’s strong wife bring her people through a haunted swamp to safety and allies in a larger town, but be wary of traitors in addition to marauders and monsters.

099 - Phyx - 54 - A choker trained by the drow as an assassin has gone renegade, and now partners with a Gray Render to defend a section of the Underdark while building a loose band of followers under his protection.

100 - Hungash - 28 - Hobgoblin Wiz9 - An assassin who likes to use fly spells and hover invisibly above targets before dropping fireballs onto them.

105 - Racing the Snake - 24 - Impersonate a merchant heiress and act as decoys to draw off an assassin until she can reach safety and marriage in a neighboring city. A series of encounters in a chasm “short-cut”.

114 - Lassiviren the Dark - Ruthless Assassin - 48 - Assassin and power-behind-throne

115 - Steel Shadows - 28 - Warforged are being murdered and their bodies carved apart (with pieces removed). Local Warforged suspect humans, while humans speak of ghosts. Investigate the mystery and reveal the twisted sanity of a seemingly mild-mannered warforged trying to construct a perfect and pure member of its race (not crafted by human hands) and the powerful nobleman seemingly behind the experiment.

117 - Touch of the Abyss - 44 - Campaign Arc - Istivin, City of Shadows - As the city above goes mad, infiltrate the “Deeper Dungeons” beneath Krelont Keep and discover that the Marchioness has imprisoned her mad husband, lest the city learn of his condition and crumble. But the Marquis has been chosen by the dark Malgoth to serve as its Voice, and will not let him go.

121 - Styes, The - 36 - Investigating the serial killings of the Lantern Man leads to a mad cult in the derelict district known as the Styes. Herein a rogue aboleth manipulates the cultists and dominates a man to perform the murders, keeping the local population in fear and feeding the emotions to a kraken it is nurturing.

127 - Glimmerpane - -Glimmerpane is an “infiltration” mirror of opposition, creating loyal duplicates.

127 - Hall of Harsh Reflections, The - 28 - Age of Worms - Doppelgangers infiltrating Free City politics try to eliminate the PCs.

135 - Chains of Blackmaw - 40 - The son of a wealthy merchant has been framed and imprisoned due to the influence of a powerful criminal syndicate to which his father refused to yield. Infiltrate the prison and save the boy before he is murdered and the rescue him while averting a riot and escape by the villains.

140 - Bullywug Gambit, The - 12 - Savage Tide pt. 2 - Still tracking a missing nobleman for his sister, the infiltrates a hidden pirate cove expecting to find an abducted noble. Instead, they find the entire cavern complex overrun by strangely mutated and savage animals and humanoids. Clearing the complex, they learn that a tribe of bullywugs is on the way to Sasserine to attack the manor of their employer, and must rescue her and her trapped surviving servants before the frogmen kill them all.

146 - Serpents of Scuttlecove - 60 - Savage Tide - Infiltrate the home port of the Crimson Fleet, interact with its competing factions and then attack the home base of the Fleet itself.

147 - Aundarian Job - 20 - The party must infiltrate a bank vault and recover an artifact in the safe deposit of a murdered wizard before a vile cult uses it to release the imprisoned Rajahs of the rakshasa. It is supposed to be an inside job, aided by a blackmailed clerk, but after the party is admitted he begins having second thoughts.

147 - Dread Pagoda of the Inscrutable Ones - 40 - Seeds of Sehan - Infiltrate the Pagoda of the Yak-Folk to learn their connection to Sehan and Green Welcome, then foil their plans to invade and enslave the region.

148 - In the Shadows of Spinecastle - 36 - Goblinoids overran the Bone March years ago, and now only the County of Knurl serves as a haven for humanity. The Count relied upon reports from a deep-cover spy within the capital of Spinecastle to defeat goblinoid patrols and raids, as well as tasking his agent to search for relics lost deep beneath Spinekeep that might help him restore his lands. But reports from his agent has ceased. Infiltrate the city and discover what happened to the missing agent.

150 - Fiend-Sage - 64 - A molydeus demon that has become vizier to an undead lord, researches in his vast libraries and runs a network of spies, agents and informers.

Campaign-infiltration options:

SCAP - Cagewrights
AoW - Triad and other cults
STAP - Pirates or cults
Istivin - Drow agents
Seeds of Sehan - Sehan Cult

HTH,

Rez

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