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Pathfinder Society Scenario #6–10: The Wounded Wisp (PFRPG) PDF

****( ) (based on 25 ratings)

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A Pathfinder Society Scenario designed for levels 1–2.

More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years.

"The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom’s greatest sites.

Written by Thurston Hillman.

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 (25)
1 to 5 of 25 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

****( ) (based on 25 ratings)

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Too much prep time for a good scenario

***( )( )

I GM'd this for a table of new PFS players last weekend, and had a co-GM who was a great help setting up and prepping things.

The scenario requires a brutal level of prep to play decently. Also, there's so many small details and bits of info to fill in (not all clearly marked), that someone who is unfamiliar with Golarion could run into serious issues - again, without my co-GM to fill in the spots that both I and the players missed, this would have derailed several times.

I can see how this is a solid segue into The Confirmation, but overall I think The Confirmation is a better-written/scripted scenario.

Setting-wise, it's a great play - but it can take several days of solid prep to pull it off successfully. Even as an evergreen Tier 1-2 adventure, I won't run this for a group again.

Good for both new and veteran players


Introduce the settings of Society and the Innersea, no matter you are new for PF, veteran player just into PFS, or experienced PFS player, are all strongly suggested playing Wisp.

Combine with combats, investigations, diplomats, and excellent NPCs, can make a enjoyable time. The BBEG combat is not as violent as First Step I, but still not too easy. And the investigation is actually a little mess for GMs, have to do hard work or your PCs may not know what to do.

Excellent Work


My criteria for judging scenarios is that up to three stars can be awarded for fluff and three for crunch. Obviously I can only award 5 stars though.

I have reviewed another scenario by Mr. Hillman, and was pretty merciless in tearing it apart. I therefore had low expectations walking into this mission.

I was very pleasantly surprised. The mission is similar in many ways to The Confirmation, but just...better. I like the Confirmation too, this just had a few nuances that made for a better time.

The combats are well designed for prospective agents, the dialogue with other agents gives a sense of belonging to something bigger, and there are enough little twists in the story to maintain forward momentum for the party.

The mechanic for the random encounter is brilliantly conceived, and what took my rating from 4 to 5 stars.

Well done, Thurston.

Great Introduction to The Pathfinder Society


I've GMed this three times now and it's a super adventure!

It needs a some prepping by the GM (do NOT go into this cold. Make your various decisions before you start, and note them down...) but it's worth it. The mix of combats. social, skills, and roleplaying is pretty much spot on.

It's not The Confirmation part II, but does make reference to that adventure which is nice.

Too convoluted

***( )( )

Let me first say that we played this in the middle of: First Steps > Wounded Wisp > Confirmation. That trio is an absolutely fabulous way to introduce your players to PFS. Wonderful.

It was also one of the first PFS scenarios I ran in real life for friends (as opposed to over PbP for strangers).

This scenario requires prep time. Too much prep time. There are so many random elements in it that are just there for replay purposes that it's hard to maintain the thread. One of the handouts you need to cut and paste by hand! Seriously. Get out the scissors and the glue stick.

I really prefer that an adventure has a cohesive plot that has been

Why 3 stars and not 2? Drandle Dreng rocks in the intro, and I love that guy. There's also an encounter with a gnome that I (for once) won't spoil that has to be one of my favorites in PFS so far. Also, they really do a pretty good job of keeping the plot in there despite all the randomness. I just don't want to spend more than twice as long prepping as I do running it.

As an aside... there is also a cleric of Sarenrae in there who is just awful. We had the misfortune to randomly roll her before I realized. Everyone was "Sarenrae? Are you sure?" Divine justice does strike, her, but she's really, really poorly done. The backstory doesn't come close to justifying her set up or the roleplaying conditions placed around her in that encounter.

My recommendation would be to make all the random rolls ahead of time, and prepare that plot alone (whatever it ends up being). If you get the cleric of Sarenrae? Fudge it.

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