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Pathfinder Society Scenario #2-10: Fury of the Fiend (PFRPG) 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).

The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain access to the lost city's lower levels. Can they work their way past the suspicious soldiers and survive the ancient terrors that lurk below? Fury of the Fiend is the spiritual sequel of Fingerprints of the Fiend, though the scenarios can be played in any order.

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 Pathfinder Roleplaying Game.

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Product Reviews (7)
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Average product rating:

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

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Good/too many encounters

****( )

DMed this one for high tier tables. I and my players loved the story. Unfortunately, there was way too much to do in this scenario than a 5 hour PFS session allowed. The interactions with the Hellknights was a lot of fun but very time consuming with four other tactical combat encounters. I had to completely skip the haunts encounters and then abbreviate the last two big fights.

Should have been for level 3-7

**( )( )( )

The premise of the scenario is fun, having to infiltrate and trick a group of hellknights, plus an interesting (albeit overly long) setpiece battle against a horde of enemies.

The problem is that this is just not the kind of mission level 7+ characters should be doing. Conceptually, intrigue with a bunch of low-ranking soldiers fits more with low level groups (such as in The Disappeared or Faithless and Forgotten I). Mechanically, there are common mid-level abilities that should be able to bypass most of the scenario, and the writer hasn't taken that into account.

In particular, using Feather Fall should easily bypass the whole wait for the elevator plus its setpiece battle. The scenario relies on the party avoiding a fight with the hellknights or the morlock horde, but neither is particularly a threat to high-level characters. For that matter, nor are haunts or caryatids. The final battle is fun if the party has to race against time to cross the bridge, but a hasted monk or flying mount will get there in one round, as will anyone with Dimension Door.

Rather than giving reasons why that wouldn't work, the scenario relies on liberal applications of GM Veto. It would work much better to place it at low level, where such abilities aren't available yet.

****( )

Another aspect of hellknights


The main plot is definately dealing with the hellknights. Short but with varied personalities, lovely Rulla :)

Repeative combats, the 32-morlocks and the BBEG could be fun to deal with, but don't expect too much.

I love the season 2 flavor, short but unique, a roleplaying scenario overall. However I wish there are more ways other than bluffing especially for those team with a real hellknight.

Living up to it's name


Fingerprints of the Fiend set a precedence, that the scenarios in Rachikan would be incredibly difficult, but cinematic and rewarding. This is no different. The setting is well established, even for those who have not played Fingerprints, and the enemies are both unique and terrifying. This scenario kept my groups on their toes as they fought their very best to make it through to the end.

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