A Pathfinder Society Scenario designed for levels 1-5.
Ever since the tragedy at Delvehaven decades ago, the infernal empire Cheliax has rarely allowed Pathfinders to explore its many ruins and archaeological treasures—even then only after its recently disenfranchised liaison Zarta Dralneen fought for that privilege. Cheliax has once again extended its hand to the Society, inviting its agents to investigate an abandoned keep that dates back to the Chelish civil war. It's up to the PCs to navigate the Corentyn's streets and politics as they uncover the buried past and lay the foundation for a new partnership with a one-time foe.
I really had a great time playing this scenario today. This is a typical case of a scenario that depending on the GM can either be mediocre or outstanding. Luckily for me I had a great one. He fleshed out the Chelaxian bureaucracy for instance, which in total kept us laughing for at least an hour. I know the devil is in the details, but it's certainly fitting for Cheliax.
In terms of structure, this scenario features some creative problem-solving with plenty of opportunity for social skills, but also some fun and challenging combats. Starting with the problem-solving, I have to say that it really allows characters to be true to themselves. They can virtually do anything in order to succeed at a certain goal I will not be spoiling here. Out-of-the-box thinking is definitely rewarded here.
The combats ranged from 'what is this/is this really happening' to a potentially scary encounter which can easily go either way depending on the dice involved due to the creatures involved. One of the encounters in particular is bound to leave people flabbergasted. To say it's something you've never seen before, would be an understatement. The locations and environmental effects add extra flavor, making this memorable and fun scenario overall regardless of the approach of your party.
There are however two downsides to this scenario, both having to do with the fact it's first part of three. The first is that we don't know if the other two parts will be fun to play, but now you're more or less forced to keep going anyway. The second issue, is the fact that it ends relatively abruptly. It doesn't really provide closure. While it makes sense and doesn't personally bother me, I can imagine this is different for other people. That said, I am really looking forward to the next part and I hope it'll be of similar quality.
I am a little bias, as I am friends with Brian. HOWEVER, I was too busy to help with ideas when he wrote it; so, I got to play this fresh and with the author running it!
I thought the escort was one of the best ideas ever. If only I had not played my 'dumb fighter', I would have had a field day! Felt like I missed out because of my shallow character.
Also, we sort of murder hobo'd...everything. We succeeded, but there is a lot more depth than we let ourselves experience. There is a reason for everything in the adventure; take your time and think, everyone.
Played this with a melee character, who gets to leave all of his regular stuff locked up while dealing with RP situations in the early going. Rather interesting characters mixed with archetypical Chelish situations keep you on your toes in town. Good RP stuff leads to more exploration and even more interesting things later. People expecting a feeling of closure at the end of this are advised to remember that this is a "part 1 of 3" scenario. You end up with clues leading you on to part 2.
Really enjoyed the unique flavor of some of the encounters - play this, folks! Brian does a great job!
I don't have any real complaints about this scenario, but I also don't have any real praise for it, either. It's a very solid adventure that doesn't try too hard, I think. There's a nice red herring in the story that might be setup for the second part in the series, but other than that, the story didn't really impress me. There's a fun escort quest that rewards out-of-the-box thinking, but that's the only standout for me. That's a shame, because up to now, most of season 7 impressed me a lot with its creative scenarios.
The only real niggle I have about this is how the story doesn't really evolve over the scenario. You're tasked with finding out out about something, but you're given most of the information from the start and even after the boss encounter you don't really know much more.
Im a big fan of the mini-series in PFS scenarios. Is this one going to me more along the lines of Scion of Sky Key or Destiny of the Sands (in terms of wanting to play them in order and on same character)?
Im a big fan of the mini-series in PFS scenarios. Is this one going to me more along the lines of Scion of Sky Key or Destiny of the Sands (in terms of wanting to play them in order and on same character)?
Do scenarios such as these need to be played in a row or just in order? (I.e., can the same character play other adventures between the scenarios of this arc, or should the scenarios be played without anything else interrupting?) Thanks!
Do scenarios such as these need to be played in a row or just in order? (I.e., can the same character play other adventures between the scenarios of this arc, or should the scenarios be played without anything else interrupting?) Thanks!
These scenarios need not be played in order or in sequence or even with the same character; however, it is to a player's benefit to play them in order just from a storyline appreciation perspective. In fact, there are no scenarios that I can think of that require one to play them in immediate order without any break between.
At their current point in development, there is no secret boon associated with playing them back-to-back. I try to keep those to a minimum, as those types of boons tend to make it harder to schedule events.
Do scenarios such as these need to be played in a row or just in order? (I.e., can the same character play other adventures between the scenarios of this arc, or should the scenarios be played without anything else interrupting?) Thanks!
These scenarios need not be played in order or in sequence or even with the same character; however, it is to a player's benefit to play them in order just from a storyline appreciation perspective. In fact, there are no scenarios that I can think of that require one to play them in immediate order without any break between.
At their current point in development, there is no secret boon associated with playing them back-to-back. I try to keep those to a minimum, as those types of boons tend to make it harder to schedule events.
John, your attorney is showing. While some may not "require" it, there are some that clearly provide a benefit to playing them sequentially.
Yeah, I was thinking it may be hard to find events near me with these scenarios offered in a row, so unless I wanted to go quite some time without playing a particular character, it's likely that I'll look for these scenarios when I can find them (and definitely play them in the proper order), but probably with other adventures sprinkled in between... Thanks for responding, I appreciate it!
There are no mission boxes to check for this scenario. Faithless and Forgotten is designed to be a mostly contained three-part scenario. I did try to foreshadow and set up for events that occur in Parts 2 and 3 though, as well as make players feel like their choices matter. If you're running Parts 2 or 3 with the same group, there are places where you can carry over elements of the party's play-though to give a better sense of cohesion.
A few examples:
Zefiro may continue to be sour towards the PCs (in attitude only) if they failed to keep Mireille out of the hands of the Order of the Rack. If he succeeded, he may act friendly, but forlorn at the knowledge that Mireille fled the city for a time.
Illuvia Thorn's familiar Inverness could harass the player that tried to strike her in Part 1, or the bird could be another raven altogether if the PCs killed Inverness. Illuvia might be particularly angry at the PCs if that was the case.
Loyalty Day approaches, and if the PCs captured and turned over Arenzo, then there might be rumors that Thrune is preparing something special for the impending celebration.
These things all fall under the purview of roleplaying though, and shouldn't have any impact on the goals of subsequent scenarios.
Would a lawful neutral faithfull citizen of Cheliax PC be at ease in this adventure, or would he be more obstacle than help to its party?
Good question
In Response:
This series does involve some cooperation with Cheliax and some clashing with Cheliax. That is simply the nature of the infernal empire, which is not the nicest place and is willing to pull some dirty tricks to maintain power. If your character is a die-hard citizen of Cheliax who believes Thrune can do no wrong, you will chafe at part of the story. If there is any room for skepticism in your character's heart, I think you could have a really great time.