Pathfinder Society Scenario #3-06: Song of the Sea Witch (PFRPG) PDF (based on
6
ratings)
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A Pathfinder Society Scenario designed for Levels 3–7.
When an unlucky historian in Absalom uncovers an infernal book from distant Tian Xia, he unwittingly unleashes a terrible evil into the city—the legions of devils imprisoned within its dusty pages. Only the book's holy counterpart can end the threat, and the Pathfinder Society has been called in to assist. Can the PCs locate and retrieve the key to ending the diabolical invasion of the City at the Center of the World, or will Absalom be drowned in the sea of destruction wrought by the Infernal Incantation?
Written by Thurston Hillman.
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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Perspective: player, 6-player table, APL 5, playing Tier 6-7.
This is one of my favorite scenarios so far. The combats were all tough, but not overwhelming. I think they averaged about 3 rounds per encounter. There is a bit of roleplaying too, which is nice. The puzzle was good.
Ran this for the first time last night - Tier 6-7 (playing up with APL 5.5) , a weird group with 3 rogues, an alchemist with sneak attack, and a paladin. They loved it, 1 PC death, a second one (the paladin) saved by a healing potion at the last possible second, and several times when no one knew if they would make it out alive.
Scenario starts with a bang - the first encounter was a tough one, resulting in the one death despite having a tank optimized for the foe. Second encounter could be weak if you just throw them at the party, but with some subtlety could be cool as well. (I didn't manage this, as the party's 3 rogues spotted them coming a mile away.)
Puzzles and roleplaying opportunities round this module out nicely.
One criticism is that the end foe's tactics are just too time-consuming, especially for the last encounter when you've already had a puzzle and some roleplaying to eat up your slot time. I had to behave differently to avoid the scenario running out of time. If you have 5 hours this is less of an issue, but in 3.5-4 it's not realistic time-wise. Luckily, your PCs probably won't make the listed tactic easy anyway, so you're on your own.
My suggestion: play this at Tier 6-7, though. Tier 3-4 foes are not as good of a match for PCs, and the Tier 6-7 fights can be epic. Also, don't skip the optional encounter - it was another great one, and gave me the "paladin 1 round from death" result.
Players enjoyed themselves, some memorable moments, and we created one new Osirion faction member as the dead rogue became one of Pharaoh's Risen Guards.
Highly recommend it - just don't try to rush it, and don't run it without some prep time or you'll miss out on the cool moments.
This module is mostly an exercise in frustration for both players and DM's. The second encounter in the module is just too easy. We were playing up, and even that wasn't a problem for us in the slightest. The other two encounters are just annoying with the first being potentially lethal while being annoying. The first one makes sense, however, just that with the wrong party mix, it can take way too long. The last monster doesn't really fit in at all, and the encounter is just not well thought out, nor is the monster.
Ugh. The scenario works and makes sense, so it doesn't get a one star. First encounter can be amusing, the rest are a cakewalk. Tactics on the boss are bafflingly poor (and difficult for him to manage), second encounter especially is a bad joke that folds like a wet paper towel. Best to avoid if better scenarios are available.