Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
The Golem Sale & Clearance Paizo.com Exclusives Paizo Products Apparel Artwork, Toys & Gifts
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

Pathfinder Society Scenario #7–20—All for Immortality, Part 1: First Taste of Eternity (PFRPG) PDF

****½ (based on 10 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

A Pathfinder Society Scenario designed for levels 12–15.

Every year, one of Thuvia’s five city-states receives a mere six vials of the famous sun orchid elixir—a potent and extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared without a trace, the ruler of Pashow has retained the services of the Pathfinder Society to ensure that this year the elixir arrives unharmed and restores prosperity to his realm. However, what begins as an unusual security assignment quickly spirals into a revelatory unveiling of Pashow’s treacherous underbelly.

“First Taste of Eternity” debuts the first dedicated seeker-level content for the Pathfinder Society Roleplaying Guild since the acclaimed Eyes of the Ten series, and it is the first scenario in the three-part All for Immortality campaign arc. It is followed by Pathfinder Society Scenario #7–26: “All the Gods Beyond” and Pathfinder Society Scenario #7–29: “Serpents Fall.” All three chapters are intended to be played in order.

Written by Thurston Hillman.

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPSS0720E


See Also:

Product Reviews (10)
1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 10 ratings)

Sign in to create or edit a product review.

Taste of Mortality

*****

Eternity is a combat scenario with some roleplaying and investigation mixed in.

The story in Eternity was befitting for high level play. I enjoyed learning about the different groups protecting the sun orchid elixirs and our tactics to protect multiple targets at the same time.

The combat challenges in Eternity were interesting and extremely well designed (the NPCs were built to challenge the PCs, not to roll over and die). The combat was tough but fair. But let’s face it, my PC almost died 4 times in this scenario alone when 150-200 points of damage is the penalty for failing a save, I was just lucky.

Some of the combats lasted 7-10 rounds and were extremely satisfying, but that says as much about the GM as it does the scenario, but at least the GM has the ability to challenge any group if he knows what he’s doing.

I don’t want to spoil it, but being a seeker, a boss, was very rewarding and I really enjoyed having the tables reversed. This aspect of all three scenarios was very rewarding and fun.

”Detailed Rating”:

Length: Medium (4 hours).
Experience: Player at subtier 12-13 with 4 highly optimized PCs.
Sweet Spot: TBD.
Entertainment: Met my overly high expectations of what high level play should be. (10/10)
Story: Good story, but didn’t 100% understand 699 aspect. (8/10)
Roleplay: Roleplay added to the scenario in an interesting and unique way. (8/10)
Combat/Challenges: Some of the best combat encounters I’ve had the pleasure of playing. (10/10)
Maps: Hard to tell, some maps were hand drawn and others were flip maps. (8/10)
Boons: Super boon. Damn. (10/10)
Uniqueness: Loved being a seeker, loved the respect and support that goes along with being high level. (10/10)
GM Preparation: TBD.

Overall: A great start to high level play in the future. Thanks Tonya and John for having something to look forward to at level 12+. (10/10).


A Refreshing and Exciting Scenario

*****

I played this late last year...

This is the first part of what I've been looking for in high-tier (seeker level) scenarios. Everything about the feel screamed it had a major impact on both the society itself (particularly for the poor mooks under us) and for the society's relationships with its allies.

Scenario Details...:
The leadership mechanics where new, and stressed the feeling of, "I have no idea how to do this", which I believe was the point... organizing your own missions for pathfinder teams based on too little information and using what resources are available. Being thrust into leadership with (at least for myself) no practical experience was something that added a whole new level for me. The scenario itself, from acting as an elite strike team to an investigative force, the scenario flowed well and was exciting to follow. I found the final scenario to be well built, and had our party trying to figure out how to deal with it while keeping from triggering the traps and dying to the weakest of the three scenario bosses.

Many of the fights were new and exciting, mechanics and threats I had never encountered before, as well as competently built opponents. Toss in challenging environments and it had us spinning our wheels trying to devise ways to tackle each problem while still managing the others. It was exciting and new, everything a seeker level scenario should be.


Quite good.

****( )

I enjoyed the story, the set-up, ambiance, environments, and NPCs. The motivations of some NPCs could have been better elucidated, but oh well. I enjoyed that certain NPCs have counter-measures to abilities of specific characters in the party, and the manner in which this was explained in terms of story. The first two combats were thematic, engaging, and challenging without breaking the CR curve. I liked the Leadership mechanic, and am also glad the author made it a brief element of the scenario, rather than taking a majority of table time. That has been a problem in some other scenarios by this author, and I was happy that a more nuanced and balanced approach was used this go-round.

The encounters were also well thought through in terms of having interesting enemies, intelligent and dastardly tactics, and a feeling that the purpose of the fight wasn't merely to 'beat the other guy', but to accomplish some greater goal. They were pretty challenging as well, at least in Hard Mode.

The final encounter...well, it might have gone a bit far in terms of challenge. Opponents that are custom-made for specific scenarios really need to be more closely reviewed by the PFS development team before publication. This beast is stated at a high CR, but indeed its stats correspond a full 5 CR higher than that on the Average Monster Statistics by CR table in the Monster Creation page of the PRD. Well, other than HP. It's AC and saves in particular are preposterously high. Beyond its statistics, it also has several very significant advantages from its environment, which should raise the encounters CR by 1 or 2. It's pretty much a CR 25 encounter in the high-tier, unadjusted. Even for 6 level 15 characters, that's an APL+7 encounter. For reference, APL+4 is considered a coin-flip for party survival.

GMs will have to be downright creative in how they softball that fight unless you just really want to TPK your lodge's seekers.

It's a problem, so I'm taking away 1 star. The rest of the scenario was really quite impressive though. Very good work overall.


Strong start to a new seeker arc

****( )

Had the pleasure of running this for my fifth-star adjudication for two Venture Captains, two Venture Lieutenants, and another experienced GM (there were 21 stars on the opposite side of the screen) in an open slot. After a pretty thorough introduction for the players, this scenario hits the ground running full-tilt.

Spoiler:
There are three fairly involved encounters to prep for this scenario... get comfortable with oracles and mesmerists

Combats are tough but memorable -- probably the most interesting fights in the entire trilogy. I've since run this twice and played it once, and in all cases the final fight is a puzzler with a satisfying conclusion.

Highly recommend this as a supplement or alternative to Eyes of the Ten for eligible characters.


****( )

I got to play the series in high tier with 4 player adjustment (hard mode for some). I thought the story seemed disjointed between the scenarios. Part 1 is a story about the Sun Orchid Elixir and Pashow while the others deal with the Aspis. It didn't feel like it transitioned well.

I thought the first 2 encounters could use some work mechanically but the final one was very cool.

Unfortunately we played as part of convention and finished the entire series in 14hrs. I think a bit more time would have made everything feel less rushed and given time to explore more role play and combat too. I think the ideal is giving each part probably 5-6 hours.


1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Paizo.com Gift Certificates
On Sale and Clearance!


©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.