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Pathfinder Society Scenario #22: Fingerprints of the Fiend (OGL) PDF

***( )( ) (based on 13 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.

Written by Larry Wilhelm

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.

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Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***( )( ) (based on 13 ratings)

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One of the most evocative chases I've encountered so far.

***( )( )

(I played this.)

I love Larry Wilhelm. His scenarios tend to be imaginative, and this is no exception. While season 0 and 1 aren't the best in a mechanical sense, I like what he managed to pull off here. The story is nearly absent; only the fact that there are two followups makes this remotely interesting. After having GMed one and played one, I still have no idea what the "fiend" part refers to. The scenario begins at a good pace, but it swiftly loses all momentum when we're inside. It wasn't just that we were pressed for time that the GM rushed us through, she assured us that there are just random timeskips until the final encounter, which is a shame.

So, story is a bit lacking. Why is it still three stars? Well, the chase scene was very cool to imagine. It could be very easily broken with today's selection of spells, but deliberately not doing that leads to a great chase. And aside from that, most combats pack quite a punch. The human mooks are a bit disappointing, but the heavy hitters hit hard.

While this isn't my favourite Wilhelm scenario, it's clear his fingerprints (pun intended) are all over this. Some combats may fall flat, but there's still plenty to enjoy.

Loads of fun, stands the test of time


While no scenario is unbreakable, this one provides lots of challenging opportunities for a classic party of "Raiders" - don't miss it!

An RPG Resource Review

****( )

In this adventure, an uncle's plea for a search for his missing Pathfinder nephew lands the party in Cheliax, investigating a dig site that may reveal secrets of the long-lost Jistka Imperium, which once ruled great swathes of Golarion not long after the cataclysm of Earthfall.

The background notes for the DM lay out what's actually been going on, right back to the days of Jistka rule and up to the present day's events. Then the usual 'flashback' mission briefing, given in the Grand Lodge at Absalom, provides the party with the more limited information that's available to them before the action begins with them standing at the base of the Pillars of Anferita on the southwestern Chelaxian coast. And the tide's coming in...

Once they climb up to the top of the pillar they find a dig already in progress, and it will be up to them how they proceed from there. The more obvious options are catered for, and there's a reasonable amount of information to aid the DM if the party comes up with something different. The map supplied is rather small and doesn't cover everything needed, especially for a potential exciting chase scene. Good prior preparation on the DM's part is recommended. It would also be advisable to review the encounters if running this under Pathfinder RPG rules rather than the Dungeons & Dragons 3.5 ruleset for which it was written, as the actual challenges posed are a bit variable, with some posing considerable risk and others being a bit of a push-over.

Run well, this has potential to be a running action-packed 'Indiana Jones' style adventure. There's scant opportunity for any interaction, however, the encounters are designed to provide combat and combat alone. The concept is fascinating, but I'm left feeling that a lot more could have been made of it.

It's Okay

***( )( )

GMed this for high tier.

Scenario idea is nice and if you can get the right vibe (thankfully we did for the most part) it has an Indiana Jones feel to it.

Unfortunately this is a prime example of how older scenarios do not stand up to characters who have access to anything past the core rulebook. The first encounter was a nice challenge but everything else was a walk over. The final boss died round 1 before getting to do anything for example.

There is a cool chase sequence but you need to embellish it a bit otherwise it is fairly bland.

We had fun though and that is what counts.

Unusually lethal

****( )

I'm a fan of most of the Rachikan scenarios, and this is no exception, although this one will certainly push a party to it's furthest limits of ability. The encounters in here are cinematic, but deviously challenging, and left my table swearing at their luck, but cheering when they overcame. This scenario is a good challenge for any party that is known for enjoying extreme difficulty.

I typically recommend that newer GMs should not run 7-11 tier scenarios, and this is why. There is a lot of opportunity here for mistakes to lead to butchered players.

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