Pathfinder Society Scenario #15: The Asmodeus Mirage (OGL) PDF (Retired) (based on
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.
Written by Christopher Self
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.
This scenario was retired from Pathfinder Society Organized Play on March 29, 2010. After March 29, 2010, it will no longer be legal for Pathfinder Society Organized Play and will no longer be available in the Pathfinder Society Organized Play reporting system.
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I was enterntained and had a good time while playing this scenario. However I got increasingly more frustrated and uninterested as it became apparent that our choice of actions and our skills had no real bearing on the progression of events in the scenario.
Many OP scenarios railroad players through a predetermined set of events/encounters, but at least have a sense of purpose and manage to give players an illusion of being able to choose which course of action is take.
The randomness of The Asmodeus Mirage takes even that away and made me loose all sense of selfdetermination. The scenario absolutely succeeds at making me feel lost as in wandering through endless dunes, but more in a frustrating way than in a wanderous desert exploration way.
We had fun however the faction missions where well thought out.
This adventure is NOT for the faint of heart, but I actually consider this one to be one of the better PFS Scenarios. Why? Because the atmosphere, if adequately evoked, is unique, has a surreal touch and is just plain fun. I ran this as a part of my home campaign with slightly modified motivations (each PC got a faction mission from one of his acquaintances) and had a blast running it. My players also loved the utter "strangeness" of the mirage. It's not perfect balance-wise, but the flavor and feeling is unique.
This is a good mod but fails miserably because it is a 1 rounder that should be a 2 rounder. The scenario doesn't let the party rest. After 8 hours and 6 or 7 combats later it was finally over. I can honestly say most people were just glad it was over. I don't think it is really the authors fault. I think it is more Paizos fault. They should have made this 2 rounds. I think if the encounter were cut back to 3 or 4 I would have actually enjoyed this mod a lot but If you go into this mod thinking its one round you are going to be disappointed.
I wish to add my input to Chad's. I played at the same table and we were expecting a blood bath. We prepared accordingly. We spoke to everyone who didn't immediately try to bash us to paste (and we were surprised to find such denizens weren't all that rare), used our strengths to counter or neutralize those of our enemies, and found good success on this adventure. I wish to reiterate that we ONLY found good success BECAUSE we prepared and used our collective experience as players. This is NOT a suitable mod for the inexperienced. A poor table mix could cause problems as well. Play, but play with caution.
Most of the Pathfinder Society scenarios I've played to date have not needed extraordinary measures to complete. Having been warned of its difficulty, our group listened to the material, took appropriate precautions, and used coherent tactics. We did very well at the highest tier (at a table with 2 bards no less). This will be difficult for pick-up style convention games with players that are unfamiliar with each other.