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Pathfinder RPG: Sniper in the Deep

Sniper in the Deep

Like many of these adventures, it all begins with a missing Pathfinder and the artefact he was hunting when he disappeared. There's the customary background story for the GM, laying out what is really going on and a summary of how the adventure should run, then the briefing from a rather brusk and obnoxious Venture Captain to be read out to the players gets the adventure underway.

Once they've had this rather impatient briefing, it's up to the party how to investigate the matter, although they are told which inn he is staying at, so that makes a good starting point. Things go downhill rapidly and it is almost impossible to avoid a good tavern brawl. Fortunately there's a good floorplan for the inn (and you can use Paizo's GameMastery Flip-Mat: Waterfront Tavern if you want, as the plan here is based on it). Rather oddly, to progress the adventure, it's assumed that the party manage to question people and it's not clear how they find out where they need to go if they do not engage in conversation instead of or at least as well as having the brawl. Although the missing Pathfinder has obligingly left his notes behind, not everything they need to know is in them.

That aside, presuming they do find out where they need to go, there's a sea cave and some underwater exploration ahead. This is all well laid out and exciting, with sharks and other less natural foes to deal with as they complete their quest. The Faction missions are quite convoluted and require Faction members to be on their toes as several of them need them to sieze the moment to do whatever it is that they must accomplish.

Apart from the need to ensure that the party actually discover the information they require, it's an exciting adventure with plenty of action abover and beneath the water.

Return to Sniper in the Deep page.

Reviewed: 19 March 2016