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Pathfinder Society Scenario #26: Lost at Bitter End (OGL) PDF

****( ) (based on 7 ratings)

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

When a Pathfinder Society Priest of Nethys disappears in northern Geb while studying the Mana Wastes, the Society sends you to uncover her whereabouts and find her journals. Arriving in the town of Bitter End, you find it deserted but for a few mysterious creatures never before seen on Golarion. Those creatures quickly lead to more and soon you're embroiled in a mystery that could effect the very fabric of reality. Will you solve the mystery of Bitter End or find yourself lost forever in the Mana Wastes?

Written by Joshua J. Frost

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 (7)
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****( ) (based on 7 ratings)

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***( )( )

An RPG Resource Review

****( )

This entire adventure is a cautionary tale against meddling in things you do not completely understand. It appears that a Pathfinder cleric has been doing just that, exploring an area called the Mana Wastes that's not merely inhospitable but dead to magic as well. However after sending a message that she was going to conduct a ritual carved into a stele that she found there, nothing more was heard. So the party has been sent - by teleport no less, no mundane journey this time - to find out what has happened to her.

The background notes spell it all out for the DM, but of course the party has to figure it out the hard way from what evidence they can find. Fortunately the missing cleric was an obsessive note-taker, so if the party can but find her journals they might find some clues...

Naturally, her meddling has caused a few odd things to happen and liberated assorted monsters, which will have to be fought if the investigation is to make any progress. At times information can only be obtained by (high) knowledge checks - a side effect of characters knowing a lot more about the world in which they live than their players do, lacking the background knowledge of things that don't exist in the real world - and at one point unless the party undertake a particular action, the whole thing comes to a juddering halt. Fortunately that action is quite clearly telegraphed, so much so that suspicious players might resist... but from then on the skill checks to figure things out get easier and things ought to fall into place readily.

Everything is well put together and well-resourced, and it makes sense - cetainly as you read it, and there is much more scope than in many such adventures for the party to understand what is going on as well. The faction missions are actually quite challenging, as often the faction masters issuing them seem to know more about what is going on than the regular Pathfinder leaders who have sent the party out in the first place. Good for combat, good for figuring stuff out - the one thing this adventure lacks is any real role-playing opportunities.

Excellent Adventure!


Played this at Paizocon 2012 as a pickup game. We had a fantastic time! Story is solid and keeps you on the edge of your seat the whole adventure. Encounters are lots of fun.

I'd highly recommend this one!


Fun Mod

****( )

I really liked this mod, I am a bit of a fan of the shorter page count scenario's. On this in paticular what we get is a mod packed with combat. This is perhaps the single thing that I didn't enjoy.
Since it is an older mod some of the encounters are quite a bit challenging. While others are more of a cake walk.

The scenario is well written the enviroment is great, I loved the map layout. Felt a bit rushed since I had limited time.

Ghost town and desert trip, mana waste style!

****( )

This scenario consists of 16 pages, 1 page OGL, 1 page scenario sheet, 1 page front cover, 1 page credits, 2 pages scenario missions.

The scenario missions are ok, nothing to write home about, but they are flavorful and not all are generic fetch-me-my-mcguffin-stuff.

That leaves 11 pages of adventure in the mana-waste. We get a ghost-town, mana-waste style, brutal battles with creatures with DR in an area where magic is very unreliable and some awesome fights. The players also get at least some freedom with their decisions, a task that is not boring or menial and we get some nice maps. The final fight is also really cool.
It's an awesome adventure for experienced players and strong PCs, though. "Lost at Bitter End" ranks among the more difficult Season 0 scenarios, without being too hard.
Plus: Your PCs will actually feel like they accomplished something in this scenario! Nice!
Why not 5 stars, then?
It's atmosphere and fluff, while very good, are not as good as e.g. in "Decline of Glory".

We had fun playing this one.

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