| kwill |
Hi,
I'm looking to GM a political/intrigue game using Pathfinder, focused on social challenges rather than combat. I don't care too much about the setting, as long as it has elves and wizards and stuff :)
I posted my question in the Pathfinder forum, and someone there recommended I post here instead...
> There are some good Pathfinder Society Modules that have heavy social components (though combat is still a feature).
>
> Head over to the PFS forums and ask for suggestions on low combat, high social engagement games - best part is that they are all dirt cheap as PDFs.
>
> Mind you each PFS module is really only designed for 1 off play and may not fit into a continuous story line if played if cherry picked.
I must say the PFS setting intrigues me, so I'm reposting my original question here...
I'm a bit overwhelmed (in a good way!) by the number of modules/campaigns available. I'd appreciate any suggestions anyone has (based on modules you've actually played/GMed)?
Would like:
* As little tweaking as possible
* Interesting NPCs with strong motivations and conflicting goals
* Builtin reasons for the PCs to use an assortment of abilities (e.g. detection spells, scrying, charm/persuade/haggle, sneaking, invisibility)
* Exploration (e.g. crypts under the palace, traps, maps with secret doors)
Would prefer:
* A limited setting (e.g. the palace/court of some kingdom, rather than the whole of the Forgotten Realms)
* Options to align with NPCs
* Gray choices rather than simple black and white issues (e.g. not choices like help the paladin versus help the evil necromancer)
* PDF version (strongly preferred)
Would not like:
* Combat-heavy / combat-focussed (but combat is not banned)
* Lots of description with no clear motivations
* Too much forensic-style investigation (social investigation better)
Don't mind:
* Module / adventure path / scenario - size doesn't matter, that I can tweak
* Setting, any typical roleplaying fantasy
* Price range, I'll filter this later
Would also like:
* A pony.
Please let me know if there's anything I could be clearer about, or if I've posted this in the wrong subforum.
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The three that immediately leap to mind are The Stolen Heir (Season 5, scenario 4); The Blakros Matrimony (Season 4, scenario 7); and The Hellknight's Feast (Season 5, scenario 3). All have some heavy interactions, token combats (except Hellknight's Feast - those are some wicked fights for an unprepared party!), and are thematically rich.
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The Immortal Conundrum is a good choice, as well. I think it includes all of your "Would Like" and "Would Prefer" list. No ponies, though.
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Maybe also #27: Our Lady of Silver
It's been some time since I played it, so I don't remember all the details (I just remember it was the second wedding my character was invited to, the first being "The Blakros Matrimony")
You could also take a look into #2-13: Murder on the Throaty Mermaid if an Agatha-Christie-style murder mystery isn't too much forensics for you.
Also, if you don't intend to play the scenarios for PFS Organized Play, filling them into an ongoing campaign is not difficult at all with a little bit of preparation.
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Here are a handful of more social/puzzle modules that I have enjoyed playing.
Social:
4-09 Blackros Matrimony - it's not exactly a mystery, but there are a variety of interesting NPCs and a major part of the module is mingling with them and trying to influence them favorably.
5-03 Hellknight's Feast - it's effectively Blackros Matrimony part II. There's a little more of a mystery to this one, but it still has the major component of mingling in a crowd of interesting and influential NPCs.
5-04 Stolen Heir - This one definitely has a mystery to it, and it also leaves the party with an interesting dilemma at the end. I have heard several people walk away from the table saying things like "I think we did the right thing, but I feel kind of bad about it . . ."
Traps and Puzzles:
2-03 Rebel's Ransom - an ancient tomb filled with traps and at least one puzzle. My character died in this mod, and I still thought it was good.
3-03 Genett Manor Gauntlet - some guy, who is mad at the Pathfinders, basically dares you to try to take something from his house. Full of traps, with some problem solving. I had just leveled into the Arcane Trickster prestige class, and felt like the module was built to showcase all the things my character was good at.
4-11 The Disappeared - kind of a Mission Impossible scenario. More sneaking, and some problem solving. I greatly regret that I DMed this scenario before I played it, so I did not get a chance to see if I could solve the big puzzle (because I already knew the answer).
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I think I would recommend the Blakros Museum scenarios as a set, in part because they are all mainly in the same location, in part because, while they do have combats, and can go combat-heavy, they all also include mysteries to solve, different levels of the museum to explore, form the ground floor in 0-5 - Mists of Mwangi and 2-11 The Penumbral Accords, to the basement in 1-35 Voice in the Void, with an excursion into the attic in 3-07 Echoes of the Overwatched.
And, as a museum, it can also serve as a basis for non-PFS adventures, since anything can happen there; and as a source of magic items and expertise.
And, if your players wind up hating it as much as many of the regular PFS players seem to, maybe you can actually write that adventure where the PCs gete to burn the place down.
Oh, and it ties in with some of the other adventures that have been mentioned, like the Blakros Matrimony, since that is regarding the upcoming nuptials of a daughter of the family, who the PCs are sent to rescue during the Penyumbral Accords...
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I think I would recommend the Blakros Museum scenarios as a set, in part because they are all mainly in the same location, in part because, while they do have combats, and can go combat-heavy, they all also include mysteries to solve, different levels of the museum to explore, form the ground floor in 0-5 - Mists of Mwangi and 2-11 The Penumbral Accords, to the basement in 1-35 Voice in the Void, with an excursion into the attic in 3-07 Echoes of the Overwatched.
And, as a museum, it can also serve as a basis for non-PFS adventures, since anything can happen there; and as a source of magic items and expertise.
And, if your players wind up hating it as much as many of the regular PFS players seem to, maybe you can actually write that adventure where the PCs gete to burn the place down.
Oh, and it ties in with some of the other adventures that have been mentioned, like the Blakros Matrimony, since that is regarding the upcoming nuptials of a daughter of the family, who the PCs are sent to rescue during the Penyumbral Accords...
Now getting an interesting campaign ideas where the PCs are the night watchmen at the Museum. Never know what's going to happen there after dark :)
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kinevon wrote:Now getting an interesting campaign ideas where the PCs are the night watchmen at the Museum. Never know what's going to happen there after dark :)I think I would recommend the Blakros Museum scenarios as a set, in part because they are all mainly in the same location, in part because, while they do have combats, and can go combat-heavy, they all also include mysteries to solve, different levels of the museum to explore, form the ground floor in 0-5 - Mists of Mwangi and 2-11 The Penumbral Accords, to the basement in 1-35 Voice in the Void, with an excursion into the attic in 3-07 Echoes of the Overwatched.
And, as a museum, it can also serve as a basis for non-PFS adventures, since anything can happen there; and as a source of magic items and expertise.
And, if your players wind up hating it as much as many of the regular PFS players seem to, maybe you can actually write that adventure where the PCs gete to burn the place down.
Oh, and it ties in with some of the other adventures that have been mentioned, like the Blakros Matrimony, since that is regarding the upcoming nuptials of a daughter of the family, who the PCs are sent to rescue during the Penyumbral Accords...
Indeed. Why do you think so many players want that place destroyed?
Of course, my own response is, "Well, given what has already come out of holes and rooms in that place, what makes you think destroying it is the answer?" It would be an interesting scenario, probably 7-11, if not full Seeker level, with all the stuff that has been bound into hidden rooms, leftovers from the Mad Mage's machinations, and whatever artifacts and mythical items are in there from the Blakros imports...