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

**½( )( ) (based on 37 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 (37)
1 to 5 of 37 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Average product rating:

**½( )( ) (based on 37 ratings)

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How this scenario is not banned from PFS eludes me

*( )( )( )( )

This appears to be a scenario written to annihilate any party other than a fully optimized party that spends lavishly on items that would never be used in any other scenario. Note, not just kill the PCs but annihilate and reduce them to unresurrectable characters without items.

As I read the reviews, I can see that parties which spent lavishly and selected niche magic items (at this level they are indeed niche) to counter a very specific threat were able to defeat the first encounter with luck. Normal parties have no chance given the sheer number of saving throws every round. Especially if you are playing hard mode which has a good chance of killing a PC a round. It is not a question of tactics but rather if you make the saves since missing almost any 1 save will make you NPC chow.

I played in the 7-8 tier with 4 players and there it is basically a toss up whether you will face a CR 13 or only a CR 11 encounter right off the bat

This scenario left such a foul taste in my mouth that I actually wrote a review


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.


1 to 5 of 37 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

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