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Pathfinder Society Scenario #4–10: Feast of Sigils (PFRPG) PDF

**½( )( ) (based on 8 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition?

Written by Dennis Baker.

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 (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

**½( )( ) (based on 8 ratings)

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Worst garbage I have ever played

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Strap up ladies and gentlemen because if you decide to play this you are literally signing up for some basements dwellers revenge. This garbage should not have even been published let alone still being used for society play.

First, the amount of writing errors is enormous and completely ridiculous. How in the holy hell this got published with 3 pages worth of errata because it was edited by a blind monkey with a pencil is beyond me. If I had written or published this (PAIZO I'm looking at you) I would be completely embarrassed to have this product, if you can call it that, were associated in any way with my business.

Second, it sets it self up to be an investigation mission and then drops you into a meat grinder in Room B6 where you find 4 mobs that have +12 and +13 imitative and collectively deal about 40+d6 of damage in the first round and again in the second. Combine that wit the fact that the whisps are written in the mod as IMMUNE to the Glyph of Warding (Flamestrike). How in the holy hell do you even begin to justify a NE character not taking holy damage???? BS that's how.

You spend the whole night blindly fumbling through the non-existent plot and are basically fed to what ever basement dwellers pre-pubescent against is in the next room with no idea of what you are even supposed to be doing.

If you get the chance to run this please place you hand in a blender and turn it on as I promise it will be more enjoyable that playing this coat hanger abortion of a quest.

Congrats Dennis and the rest of you inept design and writing team. You have single handedly destroyed any faith I had in the quality of work Paizo puts there name to and if I see your names on anything I will not be playing it as you obviously know 2 things about dungeon design....JACK and S***.

A Toughie

***( )( )

Played this tonight. Four characters of levels 10-11 (Cavalier, Fighter/Cleric, Fighter and Gunslinger).

I don't really know how I feel about this scenario. We had fun to be sure but it was perhaps a tad too tough even for the levels we were playing. Here are my thoughts and there are spoils involved.

Firstly, this is a combat scenario from start to finish. Roleplay is at a minimum. It sets itself up as being an investigation and it isn't. Two roleplay moments and the wall to wall combat.

Second thing that really bugged me, especially playing the big strong fighter type was how often I was screwed over by strength damage effects. It pretty much made my character pointless throughout the scenario. Once, sure. Twice was getting annoying and by the time we beat the BBEG I was in negative modifiers. It got on my nerves putting it politely.

The middle encounter would have killed us if the Gunslinger had not had the right alchemical gear. A little overkill if you ask me.

Even with those in mind we had fun but the scenario needed just a little tweaking. Then it would have been better.

Once you pop you can't stop.

***( )( )

Mixed feelings about this one. SPOILERS ENSUE.

While I think the author has done everything in their power to make the combats challenging and scary, just like the other reviewers I am really disturbed at the power level of the boons being handed out here. Is it really a good idea to give boons of this power? I haven't done Waking Rune, so time will tell, I guess.

I think a little more could be done to make the moral implications of the ritual choice important to the PCs. Perhaps if Miss Feathers had been implicated and there was a chance that the PCs damaged her in the ritual? Or the consumption?

Still, the final combat basically taught me how to make a high level divine caster be able to blast an enemy party to bits! And the second combat is rendered harmless with one spell, it's either an off or on switch. If it's off, the monsters are harmless, if it's on, you're guaranteed death.

This is a good shorter high level mod if you want to challenge your team. Good, but not great. It can't scratch Cultists Kiss.


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Potential Spoilers: This was a nasty one for me. I don't get to play much anymore because of life. Spent pretty much the entire scenario KO'd(from failed saving throws). I had to retreat from the wisp battle, and the party didn't come and get me before the final battle so I participated in exactly 2(running, and then DDoor, so nothing even fun) rounds of combat the entire scenario. The wisps may have been fine, but I never thought they'd float away, and the 40 damage per wisp per turn was to much for my PC. The beginning part was slow as I think the party faces were a little slow in the RP department. All in all it was almost 6 hours of boredom and pain, and being my first play in over a month was highly disappointing.

Note: And whats up with this Boon...I got it,but its pretty OP'd...I hope Paizo tones these season 4 boons down some. Boons should be nice small little bonuses, not crazy power increases, especially if your a monostat character.

Going to be one of my hallmarks


This adventure has some great characters, interesting and challenging encounters, and really rewards a well prepared party! The final map is amazing, but takes a bit of prep to draw correctly.

Love this one! I'm looking forward to running it again soon.

EDIT: In response to some of the other reviews::

The AC 30+ magic immune monsters can be dealt with without killing all of them. They simply want their feeding ground and will defend their food source. If the players choose to escape into the next area, they shouldn't follow. If the players decide to leave with the food source, that's another thing altogether. BBEG does not have a pact with them, and they are not guards to the BBEG lair so-to-speak.

The un-dispellable effect only happens once, when you walk into it. This can get worse if you enter the area more than once, but once you're in it the damage does not continue. A good description can allow the players to get a hint at the mechanics even without a high Spellcraft check. Casters and ranged support may never even enter the area, and still be effective. When the first or second melee character enters the effect, the players should have a good idea of who should enter and who should not.

This is a 7-11, and players should be well versed in combat tactics. Likewise, GMs should be well versed in likely strategies and how exactly the spell effects work.

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