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Pathfinder Society Scenario #2-14: The Chasm of Screams (PFRPG) PDF

**½( )( ) (based on 3 ratings)

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

When the Decemvirate sends the PCs on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder known as the Phitoness of Axioms, the players soon find themselves deep in the mythical howling caves commonly referred to as the Chasm of Screams. Can the brave adventurers survive the harsh environment and defeat the demented thralls of the powerful, icy master of the oft-avoided cavern? Or will their cries of pain join the chorus of tormented voices that already echoes from the Chasm of Screams?

Written by Tim Hitchcock

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 (4)

Average product rating:

**½( )( ) (based on 3 ratings)

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Has potential, doesn't live up to it.

**( )( )( )

(I GMed this.)

Title says it all, really. It has the potential to be interesting, but it sort of falls flat. The story is barely there, and the players will never really understand the backstory, which is always a bad thing. Apart from a brief explanation, the VC even avoids any mention of why exactly you're doing this.

Combat has the potential to be interesting, but due to low enemy placement, combat's already over before it's started. Even with a party of four, with three actual combatants and a pregen, they overwhelmed the enemies. Action economy is just in favor of the players at all times.

The location is interesting, but random weather effects that only sort of influence the room you're in and then not anymore aren't really interesting enough to make a dent.

In the end, it's not totally irredeemable, but this simply shouldn't be a challenge for players. The high tier might, purely because there are more enemies, but at that level, you'll mow through them anyway. It's a fun walk through a mountain, but never really more than that, and that's a shame.

A jaunt in the Mindspin Mountains

***( )( )

I found this one to be slightly confusing also, the mechanics are relatively sound, but the encounters come off as a little weak, granted I played 6 people at my table for this, so that might have something to do with it.

While I like the premise of the scenario, it just lacked a certain panache, that small something that set it apart from the rest. Don't get me wrong, I had a lot of fun running it, and my players enjoyed the BBEG, all other encounters were done in 2 to 3 rounds, as one might expect, especially with a strong arcane magical party as I had. (ie: 2 Magi, 1 Wizard, I Diabolist, 1 Cleric, and 1 Dragon Disciple)

Not a bad run, just not especially memorable.

Interesting bits.

***( )( )

I have played but not read or GMed this adventure.

The opening trap/encounter was a nice setup but the chasm was confusing. Lots of 3D that was hard to follow. There were some nice encounters but I found the plot so uninteresting I don't even remember what it was.

Mostly reasonable foe choice to make for good encounters but confusing 3D terrain and plot weakness held this one back.

After reading it three times...

...wasn't sure what I was running. The story is set in a wide open setting but the play is a rail road. The players struggled with giving up precious things they have been saving since the first game. It was good to stress the secrecy of the faction missions but it would have made a good 1st act to the adventure instead of the way it was done.

First I must apologize, the trap I said would not effect anyone could have in my table's case effected two PCs. The combats were so strung out every player wondered why they weren't all together. They were all in cahoots after all. Would have made one great foray instead of three or four. When it comes up the Buried rules are on page 415 and the wind rules are on page 439 of the core rule book. Getting back quickly was a problem too though I found no penalty for not getting back in weeks rather than days.

It was nice to see some change to the SOP of scenarios and I hope they continue making the PCs feel like they need to rely on their own resources instead of being shunted off to the locations. This needs to be fleshed out more though in future scenarios. Gift Certificates
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