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Pathfinder Society Scenario #4–22: Glories of the Past—Part I: Halls of Dwarven Lore (PFRPG) PDF

**( )( )( ) (based on 11 ratings)

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A Pathfinder Society Scenario designed for levels 5–9.

The dwarven sky citadel of Janderhoff in eastern Varisia is one of the least visited settlements in the land, at least by non-dwarves. Nevertheless, the Pathfinder Society has been invited to assist in the excavation of a forgotten ruin within the large underground complex. What the fearless adventurers stand to find within could be the greatest discovery of the Age of Lost Omens, something sure to immortalize all involved in the pages of the Pathfinder Chronicles for ever more. But the ruins under Janderhoff aren't the end of the Pathfinders' journey; rather they illuminate a treacherous path ahead, from the familiar land of Varisia into much more dangerous territory.

Written by Tork Shaw.

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.

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPSS0422E


See Also:

Product Discussion (20)
Webstore Gninja Minion

Announced for May!

Liberty's Edge

Hmmm. Some foreshadowing of Season 5 perhaps?

Grand Lodge

Hooray dwarves!!!

Paizo Employee Digital Products Assistant

This product has been pushed out to tomorrow, Thursday, 5/30/13.

Scarab Sages

More dwarven stuff at last. Perhaps finaly that boon from The Beggar's Pearl back in season 1 will actualy be useful in one of the three upcoming dwarven scenarios.

Us dwarfs have been waiting a long time for stuff like this :).

Paizo Employee Digital Products Assistant

Now available!


Pathfinder Adventure Path Subscriber, Campaign Setting, Card Game, Class Deck, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber

Hmm... Seems like the Chronicle Sheet is off.

Spoiler:
The Sheet has Tier 8-9 listed twice for Items found.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

Looking forward to your first PFS Scenario Tork Shaw.

Goblinworks Game Designer

Dragnmoon wrote:
Looking forward to your first PFS Scenario Tork Shaw.

Haha, me too :)

Bit of a baptism of fire what with everything going on, but hopefully I hit the spot! I was pleased with it anyway, and I really enjoyed writing it.

Dark Archive

1 person marked this as a favorite.

I am prepping this scenario for my local PFS. Can someone explain the part in the spoiler to me?

Spoiler:
How exactly is the lock at the end meant to work? I understand the moving up and down of columns. Do you assume all colums are down in the beginning? Also, do the PC's become stuck in the pit once they failed three times? These are unclear to me. Thanks.

Goblinworks Game Designer

Hrm. By the looks of it I think this took a bit of an edit from my original so this is purely what I intended for this device -

Spoiler:
you may want to wait for an official PFS ruling... It looks like the passageway locations have been mislabelled in the text: the SOUTH EAST passageway in fact leads "across a short bridge over a deep trench before terminating in a small recess just large enough to accommodate a fully armored dwarf", while the NORTH WEST passageway "winds gradually to the south and is littered with but not blocked by rubble", leading back to the other chambers.

If players fall into the pit beneath the vault lock they can use the trench to return to the circular room (F3a) as per the description (with the directions fixxored).

"The trench extends 30 feet into a vaulted open space beneath the SOUTHERN room, and its walls are fairly smooth, requiring a successful DC 25 Climb check to scale."
The southern room in this case is the vault lock.

Likewise the whole trap description has had a wee bit of an edit too, but yes the original intention is that ALL the columns but that in the single entrance square are down. Only 1 column can be raised at any time, so as soon as a lever is activated to raise an adjacent column the currently raised one drops.

"...causing one to rise to create a new open space and the previously raised column to fall, closing off a previously open space. This movement happens quickly, but an attentive individual can easily step into a new space before a column drops into the vacated space."

Does that help?

Paizo Employee Digital Products Assistant

RAdeMorris wrote:

Hmm... Seems like the Chronicle Sheet is off.

** spoiler omitted **

This has been corrected and will be reflected if you redownload the scenario.

Dark Archive

That helps tremendously. There was no mentiom of how to get out after the fall. Thank you for clarifying this.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
Tork Shaw wrote:
Hrm. By the looks of it I think this took a bit of an edit from my original so this is purely what I intended for this device -
Spoiler:
you may want to wait for an official PFS ruling... It looks like the passageway locations have been mislabelled in the text: the SOUTH EAST passageway in fact leads "across a short bridge over a deep trench before terminating in a small recess just large enough to accommodate a fully armored dwarf", while the NORTH WEST passageway "winds gradually to the south and is littered with but not blocked by rubble", leading back to the other chambers.

Actually the intermediate directions in the scenario are correct. They might have changed the Compass North point on you after turn in.

North is not straight up and down, but right and left. Right being North, left being South.

Spoiler:
Therefore as the scenario states the vault lock is northeast across a short bridge over a deep trench and the way back is southwest

Also can someone spoiler tag Tork's post?

Goblinworks Game Designer

Dragnmoon wrote:

Actually the intermediate directions in the scenario are correct. They might have changed the Compass North point on you after turn in.

North is not straight up and down, but right and left. Right being North, left being South.

** spoiler omitted **

Also can someone spoiler tag Tork's post?

My apologies, you are absolutely correct. The compass directions are correct.

Grand Lodge Contributor

I've been part of Tork's gaming group for several years and he ran this module for us on Saturday.

We're all experienced players but none of us generally plays in PFS and we had new characters for the occasion. Due to our unfamiliarity with PFS modules, having only four PCs, drinking too much, roleplaying too hard, and a litany of terrible dice rolls we had quite a lot of trouble with the encounters and ultimately a TPK. We didn't even make it as far as the puzzle the other reviewers are raving about.

All that aside, I really enjoyed the adventure, particularly since I haven't actually played in years (I'm the GM). It was frustrating, ridiculous, energetic, confusing, and ultimately a lot of fun. That's Tork.


Can anyone tell me if this book contains a map of the town of Janderhoff itself? I'm searching everywhere for one and I can't find one. I would really like to have my all Dwarven group based in Janderhoff, but don't want to make the whole town from scratch.

Paizo Employee Developer

Amanda Jeffcoat wrote:
Can anyone tell me if this book contains a map of the town of Janderhoff itself? I'm searching everywhere for one and I can't find one. I would really like to have my all Dwarven group based in Janderhoff, but don't want to make the whole town from scratch.

It does not contain a city map of Janderhoff. The closest thing we have to such would be the map of Highhelm that appears in Castles of the Inner Sea.


Thank you Mark.

The Exchange

The description of the puzzle maze makes no sense in context of the map provided. I'm frankly disappointed and confused. I know i'm a bit late to the review party here but this alone is enough to give it a huge hit to stars. Im trying to prep this for a con and frankly it's absurd that something that is such utter nonsense made it into a scenario.

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