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

***½( ) (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 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 (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 7 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.


An above average playing experience

***( )( )

I was one of the players at Avatar's table and for the most part I agree with his assessment of this scenario.

As a player though I think my perspective was a little bit different so Ill try to explain that:

Spoiler:
From my point of view the environmental effects of the first encounter were easy to understand and fairly easy to deal with, we did some survival checks and then moved carefully around the quicksand to find cover.

The real danger from my point of view was a sudden explosion, which did happen but only once during our fairly swift trek around the area. Fortunately it happened to people that had good reflex saves and HP.

Spoiler:
The fight with the Night Hag went by so fast I wont dwell on it. Once we knew she was evil the jig was up.

The fight with the two Nabassu was a bit more interesting but still not really a problem. I think that was from group mix. We had a Paladin, my Cleric of Iomedae, a HEAVILY optimized Barbarian, a Cavalier mounted on an Ebony Fly and a funny little scout guy. We smashed them pretty fast and then moved into the house that served as a Pathfinder outpost.

Spoiler:
The fight against the adventurers inside the building was the most interesting for me. The Ulfen woman is very good at sunder but she is the main threat really. The Tengu is potentially very nasty I think but our group was so strong we simply smashed them apart and kept going. The only issue I have with this fight is the Sunder tricks the Ulfen Fighter uses. I consider it rather a dirty trick. See when a player sunders an NPCs gear he or she is taking away the very treasure they are looking to loot, so a PC must think carefully about doing it. Just like using potions or spells... is it the right time? will I need it later? What is this gonna cost me?

When an NPC sunders it doesnt matter, they live in vacuums. Theres no loss or gain for them if the pcs lose the fight or if that valuable piece of equipment is broken and lost. So an NPC can feel free to sunder away just as they can drink every potion and cast every spell knowing they never have to worry about what comes next...

Im not saying NPCs should never sunder. Im saying that sort of tactic should be chosen very carefully. Afterall some players could be very upset about losing key peices of equipment to random NPCs. Especially in PFS where resources are so tight and heavily controlled.

Spoiler:
The final fight was were things turned bad for us. Its not that it was a diffecult fight, its actually that our group was too strong. Within the first round or two the BBEG had taken a lot of damage and thus decided to flee, quite rightly so.

We were unprepared for how he did it though, he Teleported out. Taking the objective of our quest with him. Instant Scenario failure because we were too strong, too well optimized... or not enough since we couldnt kill him all at once.

If we had known he could teleport before hand we might have made a plan or prepared a dimensional anchor. But we didnt know. We didnt even know he was a spellcaster until we caught up to him. I scratch this one up to lack of opportunity to gather intelligence. We did try to question the Ulfen Fighter but she just spat at us and we were running out of time so we moved on.

In conclusion I did enjoy myself during this Scenario, there was some role playing and I enjoyed that and it was nice not to have to worry about the fights being really dangerous. I could just relax and enjoy playing.

Having final victory stolen away from our grasp because of a combination of lack of information and actually doing too much damage felt like we got cheated, especially coming out of the blue like that.

When Avatar was prepping the Chronicle sheets I expected to get virtually nothing for the Scenario in the way of gold and prestige. I was pleasantly surprised that we got as much as we did.


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.

Spoiler:
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.


1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

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