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Pathfinder Society Scenario #8-01: Portent's Peril (PFRPG) PDF

***( )( ) (based on 19 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Even in an age where prophecy rarely comes true, many in Varisia hold the mysterious Harrow cards and their predictions in high esteem. The Pathfinder Society’s ally Zeeva Foxglove recently received a Harrow reading as repayment for her generosity, but a rare card appeared and portended imminent doom. Now that these terrible predictions are coming true, Zeeva realizes she cannot weather this storm alone. It’s up to the PCs to save this friend and philanthropist—perhaps by changing fate entirely.

This scenario is designed for play in Pathfinder Society Roleplaying Guild 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.

Written by Scott Sharplin.

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Product Reviews (19)
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Average product rating:

***( )( ) (based on 19 ratings)

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A Horrible Nonsensical Story

**( )( )( )

Peril is a mix of combat and investigation (if you call following non-logical clues from location to location investigation).

There are two main problems with Peril. First, not much happens in the scenario, and it doesn’t happen fast.

And then there's the story. The story is not conveyed well to the players, I had to ask my GM the story at the end. Even worse, once you hear the story it makes absolutely no sense and it’s just a bunch of contrived coincidences.

The investigation doesn’t leave the players anything to figure out, everything is solved by skill checks. No meaningful choices.

And last, none of the challenges were fun. The last encounter was long, but not in an enjoyable way. A very forgettable scenario. My GM didn’t have harrow cards so maybe that changed the experience, but I doubt it.

”Detailed Rating”:

Length: Short (3 hours). We probably skipped the optional.
Experience: 6 under average PCs at subtier 1-2.
Sweet Spot: tbd.
Entertainment: Turn your brain off for this one. Just do it. (2/10)
Story: Stupid story on par with “Shadows Last Stand 1”. (1/10)
Roleplay: There was some but it was not interesting at all. (3/10)
Combat/Challenges: Not fun. (2/10)
Maps: OK. (7/10)
Boons: Really good, maybe too good. (8/10)
Uniqueness: This story could have been a winner. (1/10)
GM Preparation: TBD.

Overall: Nonsensical, forgettable, turn your brain off for this one. (3/10).

Huge work for GM

****( )

Runned, not played yet.

Great setting of Korvosa, even better if played Curse of the Crimson Throne AP and season 4 scenarios.

However the guide of Harrow is hard to display, PCs might fall into confusion, don't know what to do. And the final fight is difficult for low level groups, with too complex tactics.

Not recommended for new GMs, I wish I could run better the next time...

Not the easiest to GM, but great fun.

****( )

(I GMed this with little prep time as I had to fill in for someone.)

I love this scenario. It just hits all the good points. Fun story, cool things to do, interesting characters with little quirks, and so on. My only real problem is that Paizo editing is still a thing, and information is sometimes hard to find. Maybe I overlooked it, but I found some character motivations difficult to portray, but otherwise it went great. Final encounter can be bit of a slog, though.

One thing I'd like to point out is how natural the story felt. There are clues spread out over multiple locations, and while it might be a little obvious, it felt great to see the players' face light up with realisation about what's going to happen. One part of the story might be a little hard to figure out, but that might've been my underpreparedness.

Not that long of a review for me, but if everything's working fine, there's not much to criticise. We all had fun, and I can't really imagine this being a bad time for anyone.

Lots of fun!

****( )

Played this at low subtier with three PCs and a pregen. First, loved the use of the Harrow and the Yellow Sign... I mean, Prophet... even though my PC didn't believe in "that Varisian folktale", it provided a unique connection to the events.

Each challenge was interesting, and as it evolved we could see how our actions were both causing and resolving the "prophecy" of the cards. The pseudodragon was a cool NPC, and its flight and stinger really helped us on the last fight, as it got to the baddie quickly and helped us keep track of her amongst the crowd.

Now having read it, this looks like it requires more prep than the average scenario, due to the number of NPCs and the complicated plot. Our GM only had a bit of time to prep and did a great job, but I can see who people might get lost in some of the details without knowing the scenario well.

I'm pretty surprised at the number of 1-star reviews - I suspect this has more to do with the GM than the scenario. There's lots of meat here, some great Varisian flavor, and a mystery that isn't either insanely complex or too easy. I felt like I had accomplished something by figuring it out, and even though we failed in one of the tasks, we managed to earn both prestige.

Highly recommended, but don't try to run it cold.

Fun mystery with a tense finish

****( )

I played this at GenCon and GMed it for a group a few weeks ago. I enjoyed playing + running the initial encounters; there's lots of room for roleplaying and getting to know the different groups while doling out some more details about the overall mystery.

I still haven't quite figured out how to make the last encounter run well (when I played, the GM was a bit smoother than I ran it so we didn't realize it was a


little bit scripted). Next time I run this I might go slightly into the cut-scene route and have the rogue grapple + force the poison down, but that isn't as satisfying as having the players watch the cranky noble eat the poisoned fruit. My players were able to get the pair's attention relatively early, which meant I played up the noble's sense of disbelief that anyone would poison her, which didn't make her very endearing. If the setup had been a round or two more-advanced, then perhaps that would still give the sense of urgency this encounter really shines at.

The rogue being a single-bad-actor, for the most part, let off potential for a bigger tie-in with something else, so once the plot was foiled it felt a bit of a letdown

The Harrow mechanic was super fun and a cool way to tie in someone's fortune to the event.

I also enjoyed getting to interact with Zeeva Foxglove again; she's rad!

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