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Pathfinder Adventure Card Game

Pathfinder Society Scenario #5–20: The Sealed Gate (PFRPG) PDF

**½( )( ) (based on 36 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

Following its efforts to set up a base camp in the Realm of the Mammoth Lords, the Pathfinder Society seemed ready to mobilize its forces when Marcos Farabellus received troubling news: something dire had befallen the camp. What’s worse, these events resulted in the disappearance of one of the Society’s most valuable tools as well as two of its esteemed leaders. The PCs must investigate the ruined camp, track down the perpetrators, and recover a powerful relic to prevent this tragedy from ruining the entire expedition.

Content in “The Sealed Gate” also contributes directly to the ongoing storylines of the Grand Lodge and Silver Crusade factions.

Written by Kyle Baird.

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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PZOPSS0520E


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Product Reviews (36)
1 to 5 of 36 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Average product rating:

**½( )( ) (based on 36 ratings)

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For Hardcore Min-Maxers and Challenge Fiends Only

*( )( )( )( )

Our first encounter took over 3 1/2 hours. We were lucky that only one person died. Every time we turned around, multiple terrible things that are hard to avoid and expensive/hard to cure were happening to us.

The constant feeling of "how am I effed this round?" really sucked the fun out of the first encounter. By the end of it, I wanted to go home (the guy who died, even though we rezzed him, DID go home). After debate on whether to continue, we resolved to do the next two encounters (which the GM said would be lighter and quicker) but decided to run at the outset of the boss fight (since the first encounter made finishing on time, before the game store closed, impossible).

Also, I don't know if the GM simply missed it, or Kyle forgot to write it in, but while there were specific locations for the first and third portal stones (can't remember exactly what they were called), there was no mention where to find the second portal stone. GM had to make it up. Really bad to not have all the mission mcguffins in the scenario.

As a final note, objectively, I'm not sure if this is a good scenario or not. Subjectively, it wasn't fun at all. Definitely not Kyle's best work.


Variable Fun

***( )( )

I ran this over the weekend, and the reactions were very mixed.

As others have reported, several parts of this scenario were very challenging, even before adding in hard mode. However, they were challenging in ways that basically just annoyed most of the party. The challenges essentially prevented several characters from participating in much of the scenario. The challenge level was also quite uneven - half of the encounters were close to a TPK for our group, and the other half were a walk in the park. On the upside, at least one of my players was on the edge of his seat for most of one of the difficult encounters. This was actually good to see.

The length of the scenario, like many other higher-level scenarios, is also towards the top end of the scale. I neglected to cut out the optional encounter, and my group finished in about 5 and a half hours.


***( )( )


4 player 10-11 tier Hard Mode

*****

I went into this game as a level 9 character expecting the hardest scenario I had ever played so far and this game did not disappoint. For 4 people in hard mode this game is extremely challenging even for a powerful party.

Be sure to have plenty of time when running this game. We didn't have time for the optional encounter and still ran about 6 hours.

5/5 Would play again. If more scenarios were like this I would be very happy.


Be prepared

***( )( )

I played this last evening in party of 4, on low tier with 4 player adjustment.

party:
Inquisitor 8, Cleric 8, Witch 9, Bloodrager 9

The GM warned us in advanced that it would be a very tough scenario and that we were to bring our best gameplay. So we did and we were successful.

briefing:
During the briefing when we asked where we were going to be teleported to we were shown a grassland and told that an illusion was covering the site, so we got ourselves some true seeing (yeah expensive but it'd enable us to see through the illusion right away).

1st encounter:
Basically immediately after you teleport. The true seeing ment we weren't surprised/got chewed on by the various enemies there while they had the benefit of the illusion. Both the inquisitor and the bloodrager had a swarmbane clasp, combat reflexes and reach weapons so the swarm wasn't much of a threat. The witch slumbered the big guy and combat was won. Search the site, find clues about strange things happening.

2nd encounter:
Cave with a nasty trap. The inquisitor and the witch failed their saves against a suggestion and started walking away, while the cleric and bloodrager took care of the ooze. After that we had an awesome discussion and roleplay scene to deal with the suggestion. We find the Hao Jin Tapestry (wtf is it doing out here?) and enter.

3d encounter:
A short fight with a strange beast and some talking with a couple of treants. Wait, the pathfinder group had what whit them? This can't be good.

4th encounter:
Ah, find the good venture captain, but wait, the inquisitor and cleric notice something off with him (both had fairly high sense motive checks), we get into a discussion and it escalates into a fight. Bloodrager grapples and ties up the pathfinder accompanying him, while the witch ensures that the inquisitor can knock the VC out. Uh guys, I think we may have created a diplomatic incident here. After a lengthy discussion we decide to press on and most likely start to collect unconscious pathfinders

5th encounter:
This escalated into a fight really quick. Bloodrager and inquisitor saved against the aura (the bloodrager being able to pretend to be affected thanks to a seducer's bane bracelet) and then the bloodrager makes the spellcraft check against a charm monster being tossed at the witch. Lots of non-lethal damage later we have subdued a plantlady and some kind of creature.

aftermath:
We help the poor VC clear his name a bit, and fix the damage done. Full prestige and the poor VC isn't demoted.

Combat 4/5:
This one requires you to have a way to deal with illusions straight out of the bat or you'll be in a world of problems. If you can deal with it the fights are hard but fair.

Roleplay 2/5:
Very light, mostly a make your own.

Skills 3/5:
Enough oppertunities for a different bunch of skills to come into play.

Overall 3/5:
There's some holes in the plot, but it was a nice enough adventure, however there are a couple of spots that can end it for parties really quick making for a bad experience.


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