NO SPOILERS
First Steps, Part I: In Service to Lore is the beginning of a
trilogy of “Pathfinder Society Introductory Scenarios” meant for new
players. Although Parts II & III
have been officially retired, Part I is still sanctioned for play. The goal of these scenarios is to introduce
new players to the concept of the Pathfinder Society, its tenets, and,
especially, its factions. The idea is
that, after playing all three scenarios and meeting all the faction heads
in-game, a player could then choose a faction for their character. Because these scenarios were released in
2011, and there’s been a *lot* of evolution of PFS factions since then, some of
the material in the trilogy is outdated.
Still, I really like the premise of slowly introducing players to PFS
and getting them familiar with the factions in an organic way. As for In Service to Lore in particular, I
thought it did a solid job of introducing a few faction leaders (in a broad
brushstrokes sort of way) and has a good mix of role-playing, combat, and even
some puzzle-solving. But although it’s introductory,
that doesn’t mean it’s easy—with one encounter in particular holding the
possibility of a swift end for a PC if a dice roll goes awry. I roll this for a group that consisted of one
brand-new player to Pathfinder and four experienced players.
SPOILERS
In Service to Lore begins with the premise that the PCs are
relatively new recruits to the Society who have just finished their training
and graduated. Ambrus Valsin, brisk as
always, tells the PCs that he needs to know that the PCs can handle simple
tasks before he sends them off exploring ancient ruins and recovering lost
treasures. He explains that he has a
“to-do” list for the PCs that they can complete in any order; each task starts
with them meeting with an ally of the Society for instructions. The list has four tasks on it that require
travel between various districts of Absalom, and this is a good opportunity for
the GM to add some character to this important setting.
The first task is a favour of Guaril Karela, the then-head
of the Sczarni faction (and later co-founder of the Exchange). PCs should get the impression that Guaril is
involved in some shady business, but understand that he’s a valuable ally for
the Society because he can get things in and out of Absalom that might be
officially illegal. What Guaril wants
from the PCs is that they travel to the warehouse of a departed “business
associate” of his and recover a particular crate. There’s some good description of this
decrepit warehouse in the docks, and, once inside, the PCs will have no trouble
finding what the crate they’re supposed to get.
But the problem is that the warehouse floor is starting to give way, and
the crate is resting precariously on some broken planks, with 15’ feet of water
below. A clumsy attempt to retrieve it
could lead to it sinking underwater. In effect, this is a cooperative problem-solving
exercise for the players to solve, and the scenario is good about seeding
various solutions. There’s the de riguer
fight against some dire rats as well.
The second task sends the PCs to the Temple of the Shining
Star in the Ascendant Court to meet with Ollysta Zadrain, the paladin leader of
the Silver Crusade. Ollysta has an
interesting mission for the PCs: she wants them to essentially conduct an
inspection of a local orphanage to ensure that its headmistress is treating the
children well. This is a really good
role-playing exercise that brings skills like Diplomacy, Bluff, and Sense
Motive to the forefront. The
headmistress is, actually, skimming medicine given to the orphanage and
reselling it, but she’s pretty wily and PCs won’t uncover this easily (the
group I ran it for didn’t, even though they had suspicions that something shady
was going on). I thought the challenge was
a very fair one.
The third task is under the direction of Amenopheus,
then-leader of the Osirion faction (and later head of the Scarab Sages). He sends them into the vault under the manor
to retrieve some maps from a chest. It’s
essentially a puzzle-solving exercise.
It’s one of those puzzles that can be solved relatively quickly even
through trial-and-error, and thus won’t frustrate players. There is a fun bit where PCs who don’t notice
a trap get their skin turned blue for several minutes, a visible marker for
Amenopheus to identify less-cautious PCs.
The final task is with Zarta Dralneen, then-leader of the
Cheliax faction (and later head of the Dark Archive). I didn’t really like Zarta’s personality
here, as the “overly-flirtatious seductress” is a bit clichéd and certainly
sexist. Zarta wants the PCs to retrieve
a mysterious box from her bedroom, but its currently in the hands of an enraged
imp that’s wrecking the joint. The imp
has damage reduction, fast healing, and some resistances and immunities, so it
might be harder to groups to defeat then it seems at first glance. It’s not a dangerous fight for the PCs, but
could be a frustrating or time-consuming one.
Overall, I thought this was the least successful of the tasks.
As they’ve travelled around Absalom completing the tasks, the
PCs will have had a couple of opportunities to notice that they’re being
followed. They might think this is
someone from the Society sent to observe how they’ve handled the test Ambrus
Valsin has assigned, but in fact it’s a criminal gang planning to ambush and
rob the PCs! There are four members in
the gang (a cleric, a sorcerer, a rogue, and a barbarian), and it’s essentially
like battling a rival adventuring party.
Things could easily go wrong for the PCs here, especially if that
barbarian (wielding a greataxe!) lands a x3 power attack insta-kill crit. I know that possibility in particular has led
to a lot of complaints on the forums, though fortunately it didn’t happen when
I ran it.
Assuming the PCs survive the ambush, they can return to the
Grand Lodge where Ambrus Valsin promises them that they next assignment will
take them beyond Absalom’s walls.
Overall, I thought In Service to Lore was a solid
introduction. The variety of tasks was a
good way for players to see that PFS isn’t all about combat, and they got a
brief introduction to four different faction leaders with the Society. I do think Zarta Dralneed could have been
handled more subtly, and that the encounter against the criminal gang was
probably more deadly than necessary—a fighter with a longsword would have been
better than a barbarian with a greataxe.
With those objections in mind, I can still see this as a useful way to
start new players off in Society play.
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