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Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Society Scenario #3-21: The Temple of Empyreal Enlightenment (PFRPG) PDF

****½ (based on 39 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.

Written by Ron Lundeen.

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 (41)
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Average product rating:

****½ (based on 39 ratings)

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One of my very favorite scenarios!


This scenario is really good at
- Providing rewarding roleplay and investigation
- Providing rewarding, interesting, challenging combats that make sense in the setting and with the mission
- Keeping players engaged
- Being pretty creepy
- Requiring some investigation but not so much that people get bored
- Has a really pretty map!
- Not railroading the PCs

This scenario is not so good at
- Providing detail about the NPCs.
- Providing detail about the setting. Why are they here? What is civilization like outside the temple?
- Being playable within a 4 hour slot
- Being quick and easy to prepare
- Making sure encounters are reasonably difficult (some encounters can be very unreasonably difficult for certain parties, especially unprepared ones)

We got through this in about 5 hours of play, 6 hours with leisurely breaks for food and bathroom. I really recommend preparing this in detail and scheduling it in a time slot that allows it to breathe without being rushed. If you are able to both overprepare and give it some extra time, it is incredible.

****( )



One of my favorite!!

Excellent settlement, lots of great RP moment(no need of social skills, but knowledge skills are necessary.

Only two combats in general, fine in tier 4-5, maybe too challenging in tier 1-2. Although the ending is predictable, I really love all the NPCs and weird atmosphere. It runs long(8 hours with detailed RP, 5-6 hours with average RP), but we never feel drag.

so much fun to run


this is one of my favourite PFS scenarios to run. I love the religious aspect of it, the NPCs are great, and it's so easy to keep the players off-kilter. secret rolls, delayed onset effects, and nefarious unintentional heresies that come back to haunt the party later. it's a work of absolute beauty!

great (with a good gm)


to start off, don't run this cold. there are plenty of other things that are easy to run cold, and this scenario deserves better. the players will hate it, you will be confused why people are doing things, its just not going to go well.

that being said, properly prepared by a gm that knows how to give the npcs life here, it is prolly the best investigative sandbox scenario in pfs.

i can see some players who like dungeon crawls being disappointed with this scenario, but i feel that the boss fight should have enough payoff for them (what a tough fight!)

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