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Pathfinder Society Scenario #4–12: The Refuge of Time (PFRPG) PDF

***½( ) (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.

Written by Steve Miller, RPG Superstar 2012 finalist.

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 (12)
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Average product rating:

***½( ) (based on 12 ratings)

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Actually... not bad!

****( )

I had a great time playing this with Mitch @ Endgame. Mitch was smart -- he may have heard us talking before the game, and realized we were all pretty much overly-prepared power-gamers who were going to brutalize the combat encounters (even though we were level 9s playing up). So, there was a lot of role play instead.

We acted out some conversations with the angel, and spent a long time with the prisoners, etc. We even held court at the end, to try & convict the BBEG, because the NPCs wanted him dead but we had a paladin in our midst who wouldn't allow murder. All in all, the non-combat stuff was great fun.

The combat stuff was fun too, but each fight ended in just 2 rounds or so. We used Gloves of Reconnaissance to scout the rooms safely, and then had a complicated set of readied actions that foiled everything -- he even had the phantom steed ignoring the pews and getting a full charge, but our readies (involving teleporting away and reappearing surrounding the charger) foiled it. I was very happy that our GM allowed us to "foil" some of those fights like that, because lesser GMs would freak out and railroad us in various ways.

The only other thing to note is that I disagree with a previous post about the ochre rhomboid ioun stone. There is no complication or problem to "fix" or "errata" with this -- the module tells us that this custom item will work a certain way, and so it will. The end. It's a custom item, so the module author can make it work however he wants. If he wants the ioun stone to be susceptible to an Atonement in a special way, then it can be, because he made it up, from scratch! Of course our paladin refused this item, but the rest of us took it, and did indeed do the Atonement.

As a sidenote, I would point out for GMs that the version of Atonement that people should be using for this is the cheap version. There is an expensive version with costly material components that costs around 3000 GP, but right in the spell listing it has a specific call-out for magical alignment shifts (which this is), and the spell flags that as not needing to be the expensive version. If you are a GM who is charging players 3000 GP or 8 prestige to fix this, you really need to read the spell because you're ripping off those players!

Messy dungeon run, with a twist

**( )( )( )

Spoiler: you're not going into a refuge, and you're not traveling through time. The title does make sense in the scenario, but keep this little tidbit in mind and you'll be able to leave that bit of disappointment at the door.

The best thing about this 7-11 scenario is that it runs pretty quickly. You're looking at a 4-5 hour game, which is a welcome reprieve from the many 7-11's that run 7-8 hours or more. It's one of season 4's finest hours in that respect. Removing most of the faction missions helps a lot here. There's one faction mission in particular worth doing here, and players will know it just by reading the mission.

Apart from that, the scenario has a lot of problems:


- The VC briefing is a letter, but suggests the GM should read it out as if the VC is there. Why not a handout? That makes sense, and I ended up making my own. The question answerer can be entirely ignored if your 7-11 players act like they have any experience. A waste of word count.
- The angel encounter has an extremely high diplomacy check to even begin to allow players to make a case, unless they have someone who is amazing at diplomacy AND everyone in the party aids. I ran this at subtier 10-11 and they couldn't make it (wizard, paladin, 2x monk). The worst part is subtier 7-8 uses the same DC. My understanding is a lot of GMs mess up this encounter based on the angel's terms (they're only meant to take off their magic items momentarily, not for the whole encounter) and ignore the diplomacy check. This is bad enough that it deserves errata.
- There's no description of the Shoanti at all (I initially thought there was only 3 people, and Jeor and Wattlee were also Shoanti; this is incorrect; there are 2 named characters on a tour and 3 Shoanti). How are the 3 supposed to react? Are they mute? What do Jeor and Wattlee think of them?
- Emketta's 6-player scaling can be worthless if player's go the right way, making this an exceptionally easy encounter at 10-11, unless you realise her "Phantom Steed" can use air walk. At 7-8, she doesn't have the space she needs in this area to be effective at all, and the pews hinder her further. She will in all likelihood have no reason to use half her feat lines.
- Naroth has some great spells but incredibly stupid tactics for someone who is meant to have great intellect. With 4-player scaling, his minions can do very little to help him. His initial spell listed in his tactics is worthless at subtier 10-11.

There are a few good points as well:


- That one faction mission is great roleplay and guaranteed hilarity.
- The angel encounter is probably the best in the scenario. It forces a moral quandry with a good creature who is preventing them doing their mission. If only the diplomacy check DC was fixed and there was less confusion among GMs on what players should do, it would be a perfect encounter. As is, it's still a valid battle that can prepare them for the shape of things to come in later scenarios.
- Naroth does have one trick up his sleeve that makes him a force to be reckoned with - if he survives that long and doesn't screw himself too badly with his listed tactics that come before it. Apparently his first during-combat tactic should be directed at "a certain PC" rather than "at a PC", if you read between the lines.

The boon is a nonsensical-rule-breaking mixed bag:


- There's 1 stone, but Mike has clarified in the forums that everyone must get a chance to activate it. To do this in-game is immersion breaking, but PFS rules on chronicle sheet items work like that, so fair enough.
- The book (and the GM messageboards) doesn't explain this very well, and this is crippling: the stone's power is a curse; if the curse goes, so does the power (permanently). But atonement will get rid of its alignment penalty AND let you keep the power. Read the atonement spell in the Core Rulebook - that's not how it works. Explaining this to players will leave you scratching your head or will leave you confident in ruling it incorrectly.

Steve Miller's provided some fantastic feedback for GMs about several of these problems, many of which are fixable at the GM level. The boon is the biggest problem, as it's ongoing and apparently has no good answer.

Great combat scenario

****( )

If you have a level 7-11 character and you like interesting combat scenarios, this scenario will be a good one for you.

Each one of the fights is both challenging and gives you a fairly unique adversary that you probably haven't encountered before in PFS play. Self-contained, each encounter can be challenging, even for a party that brings one-dimensional PCs (magi alpha-strikers, slumber witches, etc). Because of this, it's a great one to run for the players who derive their enjoyment from challenging combats and have rolled up a PC who shines in those situations.

There's a little bit of roleplay to be had. The Taldan faction mission should always be run as it's brilliant roleplay. The first encounter also comes with amazing roleplay if run correctly (work on your Tyrael from Diablo persona). Thus, while being mostly a combat carousel it still manages to give some interesting roleplay for groups that have such preferences.

It's a fairly easy prep with just a single map and the mechanics for encounter are fairly straightforward. It could run fast (<4 hours) depending on how much your table detours and follows the RP breadcrumbs.

Cakewalk of Time

**( )( )( )

A good concept, and it's always fun to see a sequence of adventure paths telling a continuing story that builds into the season finale, but this module is balanced as though the party is going to give up all their magic items... and only has 4 people in it. The problem is that the party has no *reason* to do so - fighting the (summoned) angel isn't an evil act, and one CR 13 does not make an effective barrier or deterrent when confronted with 6 level 10 PCs who know what they're doing. Without the massive no-items handicap the rest of the module falls apart.


**( )( )( )

ok some issues i have with this one.

First, there are 2 combat encounters that have no scaling rules for them (party of 4), even tho they are the same CR or within 1 as encounters that do have scaling rules.

Second, why are parties that negotiate with the angel penalized so heavily?

Doing this scenario with no magical gear is a death sentence, especially for martial characters.

Other then that I think the scenario is a great story.

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