Pathfinder Society Scenario #8-02: Ward Asunder (PFRPG) PDF

4.10/5 (based on 10 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

The legendary sorceress Hao Jin transferred many abandoned historical sites to her museum demiplane, though even her magic had limits, forcing her to transport only part of an architectural treasure. The half of a temple she left behind in the jungles of Dtang Ma has developed a haunted reputation in the centuries since. Now an unlikely ally has approached the Society with tales of unspoiled historical secrets and hidden treasure left within the shattered sanctuary of Yamatsumi, the mountain god.

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 Mikko Kallio.

Note: This product is part of the Pathfinder Society Scenario Subscription.

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Average product rating:

4.10/5 (based on 10 ratings)

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Well-balanced

5/5

Having both played and GM:d this scenario, I found it to be a perfect Society experience in both cases. There's a loving attention to detail in the approach to the monastery, with the "rules of the road" and the presentation and map of the place itself.

The combat encounters are good, while the finale is perhaps a bit too easy to bypass. As a minor quibble there's a rather sizable infodump unloaded on the players at one point which could be dispersed into more manageable chunks throughout the area, but it's not enough to detract from the enjoyment.


Mix of RP, lore and some interesting combats

5/5

I really enjoyed playing this adventure. It's definitely an RP-oriented adventure, not a mindless combat grind. However, you don't have to have a diplomancer per se; it's more about your behavior and choices than raw social stats. I like that. It's particularly fun for people who are into Tien lore. Reading through the Dragon Empires books will make this one more fun both for players and GMs.

It's also just got great scenery and a callback to an earlier awesome adventure. Unfortunately this one's lower level than "part 1", but that's hard to get around because the main NPC would just be out of his depth in a higher-level scenario. Fortunately the boon for playing both doesn't insist on playing in a particular order.

For that matter, the chronicle sheet for this one is particularly creative with some things that almost anyone will find useful.

The fights in this one weren't the hardest I've ever fought, but they were original and thematic and not complete pushovers, so no complaints there.


Solid Adventure

4/5

Have both played and GM'd this one, it is a good quick adventure fun to play and GM


An exploration with a lot of background information

3/5

I was the ‘poor GM’ Damanta is referring to in his review below. While it is true that the repositioning made the combats lopsided (it’s hard to deal with a +28 on CMB or something along those lines), I still had great fun running this scenario.

The best way to describe this scenario, is by saying how rich on lore it is. There is an incredible amount of background information that helps bring this place to life, yet by default that means that a lot of dice have to rolled in order to check if the PCs have that knowledge stored away in the memories. Though not getting most of the lore isn’t a huge issue, I’d say it makes the scenario a whole lot more fun if you do. Just because not every party has access to it, I feel like I should lower the rating by one.

Furthermore I liked the fact that, as mentioned by Galnörag, players have a direct impact on the end of the scenario. Their actions along the way decide what the final encounter will be like. Though it can be an anti-climax, it still leaves you with a feeling that you did well. Otherwise, it can be a pretty rough battle with consequences.

There’s a lot of flavour in this scenario and it gets translated into the encounters, NPCs and boons as well. It’s a nice solid package, but what really annoys me, is the fact that this level 3-7 scenario is the sequel to a level 5-9. While a boon takes into account that they can be played out of order, I feel bad for those that did ‘part 1’ as a level 8 or 9, and now miss out on playing this one with that character. It’s a big flaw in my honest opinion and that does lower my final rating by another one.

That leaves this scenario with three stars. Does that mean that you should stay clear? No, you should not. It’s a fun lore-heavy investigation with some interesting fights. However I would strongly recommend playing it after it’s prequel:

Spoiler:
6-21 Tapestry’s Toil
Be sure to pay close attention to the difference in level though, or you might miss out!


Solid story

3/5

Played this with my lorewarden, together with a riftwarden, a bard, and pregen Kyra.

A nice balanced party, with a variety of skills made sure I had a load of fun and got the story across.

Some combats were a bit lopsided thanks to my lorewardens extreme combat maneuver bonus and defence, but that didn't diminish the fun we had (except maybe for the poor GM during the combats, his monsters got repositioned and tripped to very disadvantageous positions).


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

Ah, maybe a chance to meet a certain spirit oni again?

Grand Lodge Contributor

This was a fun adventure to write! I hope folks will enjoy playing and running it as much as I did writing and playtesting it. :)

Gen Con GMs running Ward Asunder should feel free to send me a pm when you start prepping the scenario, if you need any clarifications or such. And as usually, I'll be answering any questions about the adventure in a GM thread after it's published.

Paizo Employee Pathfinder Society Lead Developer

Maps Appearing in Ward Asunder:

This adventure features only a custom, full-page map.

Scarab Sages

When can we download this Scenario for Gen-Con?

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

minor typo?:
writing some what obliquely to defeat spoiler readers, but GMs should get this. In the final battle in tier 3-4 the creatures weapon changes between phases, becoming more powerful, where as in tier 6-7 it starts as more powerful and stays that way. I assume that in Tier 3-4 (to be more tier 3-4) the weapon should not power up but remain the more vanilla version?

ps x4 crit is bad... 89 damage... left a tier 6-7 barbarian glad to have taken raging vitality...

As an aside, I've already run this 4 times and reviewed it, I really enjoyed this one.

Grand Lodge Contributor

Galnörag, thank you for the review, and thanks for running the scenario at Gen Con! I'm glad to hear you liked it, and I hope the players (including the person who played the barbarian) also did.

Warning: Spoilers

Spoiler:

The weapon changing between the phases in lower subtier looks like a copy-paste mistake. As the sidebar suggests, the better version of the weapon should appear in the higher subtier only.

You're right about the 4x crit, potentially very deadly. The main reason I chose that weapon was that it's the deity's favored weapon, and it made sense to give it to the BBEG rather than just being loot to be found in a room. I hope it won't end up killing too many PCs!

My advice to GMs is to ask the players if they have encountered that type of weapon before, and then mention that it has 4x crit modifier, so that any PCs going into melee know the risks.

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