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

****( ) (based on 27 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 (28)
1 to 5 of 28 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

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

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Investigation Rich intro to PFS


Recently finished going through this one as a player in a PbP (Play by Post).

When I think about what makes for a good PFS session, I think:
- Varied encounters (this one has them)
- Enough information for the players to both speculate and investigate the plot (6-10 has just enough to be interesting)
- Needs to have a satisfying narrative arc for the players (yep! The newbie party goes from errand boys to recovering something important on their own initiative)
- A mix of combat, non-combat and RP (check on all three counts!)
- Memorable NPCs (Janira is back!)
- Cool twists (yeah, quite a bit of intrigue to be had here!)

Wounded Wisp succeeds on all these fronts, delivering an interesting and well-rounded adventure that is likely to be memorable for some time. Top it off with handy boons and chronicle purchases and its no wonder that people like it as well as they do.

There are still a couple of areas that feel weak:

Spoilers for the scenario:
The encounter under the Wounded Wisp is really out of place, so close to a safe area. Also, law abiding characters don't have a good excuse to break into Fimbrik's house, potentially stalling the scenario.
Other than those two, everything else worked well.

This scenario also stands out as one of the few that gives a good sense of accomplishment and meaning at the end. This is reinforced by the handout recieved after the completion of the scenario, that details the impact of your actions. Its really satisfying to have something like this!

Well-crafted, eminently replayable scenario. Bravo!


- A fun gumshoe detective plot that doesn't over-elaborate
- Randomization of elements provides different characters and different combats to interact with every time you replay
- Combat is reasonably well balanced, easy for the most part and moderately challenging for the finale.
- Lots of fun characters to roleplay as the GM
- All statblocks are available at the back of the scenario
- All maps with labeling stripped off for online setup available at the back of the scenario

- There is a minor hiccup in the scenario writing where a certain choice is not clarified as to how it is chosen. But GM discretion solves that problem easily.

My favorite evergreen

I -LOVE- this scenario. While I think that, thematically, 5-08 The Confirmation should be the first scenario a character plays, I think I prefer this one. It is the other half of what being a Pathfinder is to me: investigation investigation investigation! It's definitely the "Report" side of the motto! I love the open ended nature and how it helps the players feel empowered about choosing where to go.

Maybe I've run this too many times, but I don't get what a lot of people are saying about "too much prep time". Yeah, it can definitely help to pre-roll some randomness here, but I usually have some downtime while running to do that at the table. Typically, I'll walk my players through the intro, and when they hit the part where they read the two letters, I roll up the cleric and the 3 names, and which one is the "real" one, and refresh myself on the cleric's RP style. By the time I'm done, they're usually ready to go, and if not, I usually have enough time to score a bathroom break. (If you're a new GM running this, it might help to make notecards for each cleric with motivations and how to bypass as an easy reference.) I also assemble the multipart handout with paperclips. definitely saves on the cut and paste!

I also love the new handouts per season. I can't wait to see Season 8's new handout!

Overall, one of my favorite scenarios, and my favorite evergreen to date!

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.

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