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Pathfinder Society Scenario #4–26: The Waking Rune (PFRPG) PDF

***( )( ) (based on 27 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

After a year of searching and risking life and limb, the agents of the Pathfinder Society have discovered the resting place of the Runelord of Sloth, who has been sequestered from the world at large for 10,000 years awaiting the proper time for his return. Thanks to the efforts of the sinister cult of Lissala, that time is now. In a desperate attempt to defeat this ancient evil once and for all, the Decemvirate sends its best agents, armed with relics found throughout ancient Thassilon, to foil the cult's last-ditch efforts to usher in a new era of tyranny and strife. Will the party succeed in preventing Krune's return to Golarion, or will the Pathfinder Society serve simply as a speed-bump in the runelord's path to domination over the entire region?

Written by Tim Hitchcock.

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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PZOPSS0426E


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Product Reviews (27)
1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

***( )( ) (based on 27 ratings)

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Too dependent on your GM style

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So last night our table wiped on this module, and while the module is difficult I blame it more on the encounters being a way too complex and relying too heavily on "GM style." Our GM was stingy on Spellcraft checks, often not even letting us make the rolls, and without gaining the knowledge we needed we were doomed to failure since the module is so dependent on the players learning everything before hand. Also he went off tactics (He obviously read the forums for "guidance" on how to up the difficult even though we didn't want to up the difficulty) and killed a player in the very first round of combat on the first encounter.

Starting the module off with a "Save or die" with no way to get a resurrection is against the spirit of why PFS was created in the first place. We basically had a player sit down and play for 10 minutes, then go home because he had nothing else he could do.


Why?

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Designed to Kill not to have Fun. From start to finish #4-26 is bad. Encounters are all meant to kill players. I will be taking a long break from Pathfinders Society after this one. My advice is don't play this one. If your a DM don't run this one.


Fundamentally Poor Design / Very GM Dependent

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There is a difference between something being fun and challenging versus over the top and designed to kill players in the name of 'being hard'.

This module contains things like save or dies, unbalanced CRs, and hindering 'entries to combat'. There are mechanics that need to be prepared for, but no hint or indication of what is required before hand. So you're riding on blind luck that all your bases are covered.

If your character is not min/maxed or you happen to have a GM that enjoys killing players then AVOID THIS MODULE. I would have said I found it challenging but unfortunately it was eye rolling for most parts and then boring for the other parts.

Everyone will have a different experience with this module. Again, if you have a GM who enjoys killing players versus judging (like they're supposed to do), DO NOT PLAY THIS MODULE.


Annoying but good

***( )( )

Played this at low tier and without the GM using the stupid OP tactics.

First issue was the time. It took us seven hours to play this scenario and thankfully we had set time aside for that. The for the number of encounters it was too long.

Second issue, challenge aside, the final fight took 25 rounds to play out! By half way through that I was getting a little fed up. The villain was played well but I started just wanting a straight up fight.

But saying that, it wasn't a bad scenario and I had fun playing it. I just wish that it was a little more condensed.


GM dependant

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We spent 23k in Consumables with 6 characters 11.2 games and lost all of it in the surprise round to questionable edge case tactics. Then proceeded to have all our spells and casters blanked and one dead by the end of the first round. only spells cast by our group after the game began were dimension door and plane shift and only just barely.

Other players had a different experience after they shared it we just had a GM who took everything to the extreme

Spoiler:
including us having to deal with a CR 20 creature with just less hit dice

S


1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

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