Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products

Pathfinder Society Scenario #2-08: The Sarkorian Prophecy (PFRPG) PDF

****( ) (based on 8 ratings)

List Price: $3.99

Sale Price: $2.99

Add to Cart
Facebook Twitter Email

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

When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.

Written by Mark Moreland

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 Pathfinder Roleplaying Game.

Product Availability


Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPSS0208E


See Also:

Product Reviews (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 8 ratings)

Sign in to create or edit a product review.

****( )


Tough, but cool.

****( )

(I played this.)

The introduction promises a lot of interesting things, but we never really get to see it develop, which is a shame. I'd love to have gotten to know more about the titular Prophecy, but in the end it's just a fetch quest. This would've impacted the rating much more if the rest of the adventure wasn't so damn interesting.

The Worldwound makes for a lot of cool situations, and it shows how enemies here don't necessarily have to be "hurr durr I smash you." We've had several interesting encounters in this scenario where we actually had a talk beforehand, which is interesting and refreshing. I have two complaints I'll put in spoiler tags, as it's rather sensitive information.

First combat:
I like how this is a combat-like situation without any real combat, but still creates lots of tension. We managed to plow through it with a lot of trial and error (and multiple good dice rolls). The thing I didn't like were the multiple hindrances. Every single instance was okay to deal with, but all together it caused more frustration than it should have. This was all annoying of itself, but the time limit from being chased by a storm pushed it over the top, I feel.

Middle combat:
The sunder strategy didn't feel like it added much. Sundering armour feels more as a resource tax than an actual strategy, as it's more debilitating than it should be, as there's no real way of repairing it until the end of the scenario, while there's still quite some combat ahead. And it isn't a viable tactic in this fight, I feel, as the enemies don't hit hard enough that it matters anyway. It's purely to annoy PCs, rather than an actual survival tactic.

Final combat:
Our GM seemed to have trouble interpreting the author's intentions with how combat starts. We're supposed to start combat from very far away, yet puts us on a tiny map. That was easily solved with some discussion, but it still could've benefited from some clarification, I suppose.

The combats themselves were pretty cool. We were with a party of four in the high tier, and the enemies really didn't pull their punches. While I felt somewhat safe most of the time in the lower tiers, this is one of those few scenarios that really had me worried for my character's life, which is a good thing.

But despite these gripes, why do I still rate this so high? My guess is that the scenario still has a certain charm, an aura of coolness about it that makes me forget those issues. In the end, it was a very enjoyable evening with very memorable encounters.


Interesting combat-heavy adventure

***( )( )

This scenario lacks in RP, but it does provide a nice introduction to Season 5. The fights are interesting, and it does a great job of laying out the setting of the Worldwound. Only 3 stars due to the lack of a central plot - the titular prophecies are pretty much a mere McGuffin that gets fed to the engine of the railroad.


Welcome to the Worldwound!

*****

I agree with Pathar's review below - this one is a tightly packed, quality scenario. For a high tier, you'll actually be done in time, and you'll likely have felt engaged in what is going on the entire time.

After playing the bulk of Season 5, I consider this one, "Worldwound Done Right".

After reading the quite good Worldwound Gambit (from Pathfinder Tales), you expect the Worldwound to be this creepy, chaotic morass... with unpredictable weather, potentially insurmountable hordes of demons, eyes, insects, corruption. This scenario manages to pack it all in for your whirlwind trip. You can tell the author maybe had 20 great ideas, but he cherry picked his best 5 to put together your experience.

This is like the first Mummy movie, all the best highlights of the Worldwound... and you'll feel like any repeat trips are actually the Mummy sequels... the ideas that didn't quite make the cut for the first movie.

There's plenty of roleplay to be had, and it's all believable that you're talking to who you are talking to this deep within the Worldwound. At my table, we were all interested in the stories these NPCs had and were all engaged in those dialogues.

Each of the combat encounters is also noteworthy in their own right - none of them are boring or basic monsters. It's a great trip to the Worldwound, perhaps the best trip in print by Paizo.


quick but quality

****( )

This runs pretty fast, which isn't surprising in a Season 2 mod, but it's interesting. I love the first three encounters, and the fourth is a decent boss fight--the optional encounter is boring, but whatever, it's optional.

This scenario is also important because it demonstrates that Season 5 was being planned several years in advance. I approve.


1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.