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

****( ) (based on 6 ratings)

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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.

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Product Reviews (6)
1 to 5 of 6 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 6 ratings)

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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.

Only kind-of fun.

**( )( )( )

GM'd this at subtier 7-8 (and I think I played it at 7-8 as well, but that was years ago). With 5 players and optimised characters in the party, this felt really easy for them. At this subtier, I'd probably recommend 4 players unless the character's power levels are really toned down. Otherwise save this for subtier 10-11.

Good roleplaying by both the GM and the characters is really what makes or breaks most of this scenario.

The last encounter can be decidedly tricky, in a way nobody (including the GM) will expect due to a funky combination of a strange morale, a particular SA and another one of his capabilities in the stat block. Unfortunately the rules aren't very clear on how to deal with a failed mission, and RAW (and likely not RAI) can be quite punishing on the players. I really have to recommend GMs show some leniency on a mission failure, or the players can feel very hard done by.

I got a second opinion and it was pointed out that there's a particular tactic characters could use to get around this issue, but I feel it's incredibly situational to expect players to consider it out of almost nowhere, even at tier 7-11.

It's a bit of a shame that there wasn't more in this scenario like the very first encounter, which gives the setting a lot of potential, despite an enormous amount of rule-checking that nobody in the online GM community seemed to be able to answer. Season 5 does the Worldwound more justice.

Good scenario


Scenario is very well written, enviromental rules in this mod reflects a needed rewrite for Paizo. After re running, it is easier to pay less attention to all the enviromental effects.

In 2 runnings the first group spent about 1.5 hours on the enviromental encounter, the second group about 15 minutes.

My review perhaps is tainted by npc tactics. The group I ran seated six playing up. At this level teir pc's can pull out some spectacular abilities.

I can see this playing out totally diferent based on parties. I have party ovecome an encounter that totally shuts down another party. Second party 4 players playing up, and had allot less to overcome than the first table.

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