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Pathfinder Society Scenario #4-EX: Day of the Demon (PFRPG) PDF

***½( ) (based on 11 ratings)

Our Price: $3.99

Will be available
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A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).

The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.

"Day of the Demon" is an exclusive adventure to be run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year.

Written by Larry Wilhelm.

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.

Note: This scenario has been updated from its exclusive version for public release and is now available as Pathfinder Society Scenario #5–14.

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Will be available for purchase approximately .

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Product Reviews (11)
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Average product rating:

***½( ) (based on 11 ratings)

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****( )

Played this with a wonderful judge, had lots of fun. NEED a GM with lots of roleplay abilities I can see why it has to be a 4-star or more to pull it off.

Spoilers below!

Like several of the reviews above. There were so many red flags with the child that she never made it 10-ft from where she started. I think for anyone that's played lots of PFS the setup was too similar to other mods. We EXPECT any major-follow-the-PC's-through-the-mod NPC's met to stab us in the back. The second the kid said, "I'm going with you." Into the dark scary demon filled basement that was it. We knew. I know it's meta, but it practically slapped you in the face. You don't GET to be a higher than 1st level Pathfinder Society member without a healthy, well earned dose of paranoia. After that revelation there's the game of how to you prove the kids isn't what she says she is. All sorts of fun/trouble was (and was had) figuring that out. I don't think that was the writers intention, but it WAS fun.

We did the optional because the GM liked it, it links to year 5 plot nicely and we had two hours left to kill (figuratively speaking). It was a pain, but we slogged along and managed it. Without a daylight spell and without darkvision. It would have been NICE to have those. Three dispel magic's into it we realized that wasn't going to work, but by then the bad guys were cornered.

I gave it four stars because while I don't "think" it went the way the writer wanted, it was fun and very differently paced than any other PFS mod I've ever played with the boss up front (well nearly). It sure made the GM earn his keep.


Enjoyable link between seasons 4 and 5

****( )

My perspective on this scenario is as a player. For reference, I played it in the lower tier (3-4). Be warned, spoilers will follow!

I rather enjoyed playing "Day of the Demon" for several reasons:

- The mood & atmosphere of the scenario is amazing, and really helps with the immersion.
- Most fights are alright, though I was a little disappointed by the final one. We certainly were surprised and the fluff part was great, but mechanics-wise it wasn't that interesting. Special mention to the monster depicted on the cover, who managed to gate in another friend! That fight was actually better than the one mentioned above.
- As a lore-loving player, I deeply appreciated the handouts and information obtained about the metaplot. We played "Day of the Demon" in the very last slot of the Con, right after playing "The Disappeared" and while "Fortress of the Nail" was being played on another table. It really was a blast!

Overall, I think this scenario is a very decent and enjoyable link between seasons 4 and 5. I'll give the scenario a 4-star rating (out of five), with a minor disappointment in the combat department.

Story: 5/5
Roleplay: 3/5
Encounters: 3/5
Mechanics: 3/5

Total: 4/5

Decent Scenario

****( )

There was nothing difficult whatoever about this scenario, other than one particular thing (see below). Went through this and found nothing especially memorable.

The most difficult part of this was that no one was able to figure out that the girl was bluffing us and was really a mass-murdering halfling.

Fantastic scenario


This was a great scenario. The atmosphere was creepy, the encounters were varied and interesting, and the whole thing held together like a cohesive whole.

Sometimes (especially in older seasons, it seems to me) some of the encounters felt pretty random, like the plot only produced maybe two encounters but they needed four, so during a couple of travel/exploration segments you end up with what amounts to (and feels like) a couple of pre-selected random encounters. Not so in this one. You never find yourself in a fight that feels like there's no reason for it to be there.

Spoilers below!

The encounters were fairly challenging, depending on what the group is capable of. For instance, if you can hit a high enough Knowledge check before embarking, you can skip the toughest monster. Two more encounters have challenges that a prepared adventurer can probably deal with, so there's some back-and-forth and actions other than each side full-attacking until someone drops.

Super-fun all around!

Best out of all the specials


I absolutely loved this scenario. It had great atmosphere, lots of storyline advancing information and enough fights to keep my ADD barbarian sated. I understand where people say it's an easy TPK, but any slightly prepared pathfinder group shouldn't have too much of a problem with this scenario.

Our party:
Barbarian 3 (Myself)
Life Oracle 5
Monk 3
Cleric 3 or 4 (Can't recall)
Pregen Rogue 4
Pregen Cleric 4

Detailed information / rating


I loved the flavor of this scenario. All of the spooky scenarios and modules (Feast of Ravenmoor, From Shore to Sea, Haunting of Hinojai, etc.) are awesome in my opinion. Our GM (Dennis Wheelock. Thanks Dennis!) provided plenty of descriptions of creepy lightning strikes, strange organ music and odd tracks all around the building. Maybe it was all just our haunted Oracle, though.

The advancement in the overarching Pathfinder Society plot was amazing. As someone who played The Disappeared, The Blackros Matrimony and Fortress of the Nail, I loved all the handouts. They gave so much insight as to what was going on, and perhaps what will happen in the future!

The "surprise": Our group completely ruined the "surprise" at the end. As soon as we met the little girl our alarms went off. She was seemed to be sustaining quite well for the lack of food and there weren't any signs of long occupancy, so we were all a little edgy. Eventually, my stupid barbarian walked up to her and just went, POKE! Failed the will save, so it still seemed like I just poked a little girl in the eye. The oracle said "I have a way to tell if she's human or not," and all hell broke loose. Needless to say, she began panicking, which led to initiative and her being grappled by the monk. Boss fight over.

The "TPK": As for the Babau, we had no trouble with him due to our Aasimar cleric. As soon as the darkness went down, daylight went up. People are complaining that PC's need to bring a level 3 spell as a level 3 caster, but you don't. Any prepared PC will have spent either 300 gold on a Potion of Darkvision or 750 on an oil of daylight. We're Pathfinders, not untrained mercenaries.

Story: 5/5
Fights: 4/5
Flavor: 5/5
Overall: 5/5

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