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Pathfinder Society Scenario #4–08: The Cultist's Kiss (PFRPG) PDF

****½ (based on 11 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

An active cell of the cult of Lissala—ancient goddess of runes and obedience—has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith?

Written by Sam Zeitlin.

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 (11)
1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****½ (based on 11 ratings)

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Good investigative scenario kicking off a great series

****( )

I really enjoyed this adventure. It follows in the grand tradition of investigative scenarios in PFS. Unfortunately, it's not quite as well done as, say, City of Strangers - the writers tried to cram in far too many NPCs. Still, with a bit of creativity, it can be a great adventure. The cult scenes are phenomenal, and it starts the amazing Lissalan Arc.

One of my favorite scenarios


What a fantastic experience!

My group had a wonderful time with the sand-box investigation part of the scenario. The story line was atmospheric, with classic horror themes. There were interesting opportunities for role-play with moral quandaries. I liked that the scenario provided in-character information about what we would be facing, and left it up to us to properly prepare.

The combats, as I would expect from the Lissala arc, were tense and deadly. I felt that I needed every single swift, move, and standard action to keep myself and my party alive. There's a flavorful and powerful boon (that my character has absolutely no regrets about refusing).

The scenario ran long, over 5.5 hours, since we spent a lot of time on the role-play, and the combat could not be rushed.

To address FlorianF's concerns, I played this on my paladin, and was very worried that I might end up ruining a mission to infiltrate an evil cult. However,

at least as my GM ran it, you don't actually need to accept the brand or proclaim your devotion to Lissala in order to enter the sanctuary under the Foundry. I (truthfully) replied that I wasn't there to join their religion, but that I was sworn to protect 'him' (the player pretending to be Alvis) and the rest of the party, so I would follow them where ever they went. Since I was playing a bodyguard, and protecting my party members with my life IS a part of my paladin code,
it worked out just fine.

I understand why this one is a local favorite - it has everything I want from a night of gaming!



Quality merchandise. Investigative, ethical quandaries, surprises galore. Superb.

A Must Play 7-11.


This is a fantastic cult investigation module. The art is superb. The cartography is superb. The writing is superb. The atmosphere is top notch. Look, you just really need to play this one, okay? There are no downsides. It has a massive potential to go overtime so it's not suitable for convention play, but it's wonderful for a solid day of creepy, Season 4 goodness. BUY IT!

Good, but not for every PC

****( )

Played at tier 10-11 with 4PCs. Took about 5h, but could run longer.

Refreshing plot with a story that makes sense and is accessible to the players, for once. Fights are tough but the players have no excuse to not come fully prepared.
Barring issues below, a recommended scenario which does create some roleplaying, good fights, and serious decision points.

GM comments below.


Good stuff:
Rather easy to prepare. Final map prints well.

1) the investigation is really just a series of diplomacy checks until you rescue Tomasz, at which point he tells everything. The city's description is actually pointless. So the GM should either dress up the investigation, or just ask for diplo rolls and speed things up.

2) as with The Disappeared, it makes no sense that the Society would send any random PC on this mission. Paladins and other faithful PCs are a no-go on this, unless they're taking their faith *very* lightly, or not taking the main mission seriously and going to storm the cult HQ.

3) Repetitive monsters.

4) The tattoo seems very cheap for what it is. Its evil nature is really understated, especially if a future GM is not aware that you bear it. For that reason, it shouldn't have been allowed. Normally, you can expect your PC be checked with Detect Evil from time to time, at which point you would register as evil and probably come under *close* scrutinity from the Society. And "Well it's just a tattoo from Lissala, no worry!" wouldn't work so well...

1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

Wrapping Up Iron Gods,

You Guys, You Guys!!!,

The Giants Are Coming!,

The Patch Man,

Top 32 Announced!,

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