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Pathfinder Society Scenario #6–04: Beacon Below (PFRPG) PDF

****½ (based on 19 ratings)

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A Pathfinder Society Scenario designed for levels 7-11.

Thousands of years ago, a defeated order of Osirian sages sought refuge in the perilous Pillars of the Sun in central Osirian. Until recently they were presumed lost, but recent exploration has uncovered the fortress sanctum they left behind. When the PCs delve into one of its sealed halls, they find the sages’ millennia-old projects dormant but not dead.

Content in “Beacon Below” also contributes directly to the ongoing storylines of the Dark Archive and Scarab Sages factions.

Written by Matt Duval.

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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Product Reviews (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****½ (based on 19 ratings)

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Epic scenario


Had a great time. Social-central, with some good combats.

However skill-required, we lose 1 pp even with a veteran wizard. Parties lack of knowledge or diplomacy may not like this.

And the final scene can be complicated, an experienced GM is needed.

**( )( )( )

Great scenario, with only a few minor hiccups.

****( )

(I played this.)

Great scenario, awesome followup to the Destiny of the Sands story. Interesting combats, great setup for a story, fantastic use of interesting spells and situations, good implementation of an investigation. Just one minor complaint: we were under the impression that time was of the essence, and therefore rushed a lot of the investigation parts. In the end, it didn't matter a whole lot, but it's weird how information is disappearing around you at an alarming rate, and you get the option to pray at a statue for 10 minutes.
Also, the final encounter seems pretty complicated. Our GM had to pause for a bit to reread everything because it was apparently spread across multiple pages. There was stuff happening across an entire battlemat and while I like complicated encounters, this might've been a bit too much.
There were also some nasty skill checks tied to a couple of parts. You really need some specialised characters to get maximum enjoyment out of this, I feel, but if you do, you'll like this a lot.

Final conclusion: great adventure with lots of hectic action, some cool decisions and a fun story. Highly recommended.

Sand, sand, sand... and more sand!

****( )

Wonderful flavor, plenty of options for approaching problems. The final encounter was a bit...awkward? It was a great encounter thematically, however trying to judge time gets really awkward when you have people aiming for a diplomatic solution while others are acting in combat rounds to stave off impending doom. Feels a bit disjointed but still well done. I certainly recommend this scenario to anyone who has played in Destiny of the Sands and wants to dig deeper.

We played the scenario with the mid-tier scaling rules (we had a lot of level 9 characters), and it didn't seem to affect things too much. I've had some bad experience with mid-tier party scaling but this seemed to be handled well. I was not the GM so I can't say for certain but as a player everything felt very balanced. There were many dangerous moment, but on the whole we were well equipped so we didn't have too much trouble.

Really enjoyable and different


This is the most entertaining story I think I have played/run so far in PFS. I can see how it would be annoying for the PCs going back and forth but that just makes it better IMO. The NPCs are very well-detailed and there are "just enough to keep track of" without overloading the GM, too which means you don't spend your event buried in stat blocks and can spend more time on the great story going on.

Hey Paizo - I would love to play a bunch more like this one.

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