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Pathfinder Society Scenario #8-04: Wardens of Sulfur Gulch (PFRPG) PDF

****( ) (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

Among the earliest Pathfinders was the Gojan the Sharp, famed for his studies of the technology-strewn wasteland of Numeria before he disappeared forever into the infamous Silver Mount. The Pathfinder Society has uncovered a forgotten cache of Gojan’s Numerian journals identifying sites unknown even to the local barbarian chieftains. The time is right to unearth a pristine piece of alien technology! However, Pathfinders should remember that for every untouched marvel that remains, an unblinking sentry may lie in wait.

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 Isabelle Lee.

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Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 12 ratings)

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*****


Must Play Scenario

*****

Wardens is a mix of combat and investigation, and a few skill challenges.

Wardens has an exceptional story with a great theme and environment. Fun NPC. I believe that the scenario is so strong, even a GM who can’t roleplay can’t mess it up too badly. It’s worth noting that I hate tech and still thought this scenario was great.

There was a fun decision to make at the end.

The only criticism of the scenario is that the combats were a little too weak, but it didn’t matter. Also, we skipped some encounters, didn't roleplay as much as we could, and it still went long.

”Detailed Rating”:

Length: Long (4.5 hours). Fairly sure the optional was skipped.
Experience: Player with 6 good PCs at subtier 10-11.
Sweet Spot: TBD.
Entertainment: I had fun learning the story and mystery behind this scenario. (8/10)
Story: Unique and fun story, awesome NPC, fun environment. (9/10)
Roleplay: Will completely depend on the GM, but it’s there. (7/10)
Combat/Challenges: I thought the combats were a little weak and some of the monster choices could have been better. (7/10)
Maps: Great. (9/10)
Boons: Players who like tech or powerful boons will like them, I thought they were too much. (1/10)
Uniqueness: Just the NPC alone makes it unique. (9/10)
GM Preparation: TBD.

Overall: An NPC worth knowing and a story worth learning. (9/10).


**( )( )( )

When I played this scenario yesterday we had a group of 4 lv 9 and one lv 10 so we played at the lowest possible high tier. (with adjustment) We had a very fun experience while interacting with the NPCs in the camp and the ones in the dungeon. The exploration of the weird stuff we found was also very satisfying BUT the mechanical part of this adventure seems completely underwhelming. ALL encounters were far too weak and we got even the “harder” version of the boss.

Spoiler:
The technological aspects were integrated perfectly but the enjoyment of the scenario was massively reduced due to the overuse of one of the worst mechanics in the Game: Haunts. Nearly all encounters would have profited from higher CRed Monsters and the haunts did not scale at all. In my opinion, advanced CR4 creatures have nothing to do in subtier 10-11 and the boss could have vastly benefitted from some minions or a higher ceiling in the room to use his advantages.


Great example of a 7-11


I played this at the weekend and thoroughly enjoyed it. It has lots of different things in it for many different character types set in a great location with some excellent GM opportunities.

It would have been 5 star but for the slight bait and switch element too it. Overall I highly recommend this one and am looking forward to running it.


*****

Played this last night without any prior knowledge, and it now takes its place among my favorite and most memorable scenarios.

I was playing my Cleric of Pharasma / Envoy of Balance, and when we got the briefing I thought I was going to be in for a very boring night full of robots. Doubly so, as I generally hate it when people piss steampunk into my fantasy Frosted Flakes. But the author and devs should be commended for finding a way to combine two different encounter types into a unique experience you won't forget. (Seriously, this is up there on the scale with Traitors Lodge/ Thralls) Both traditional characters and and those who are into tech could contribute.

The Highs

Spoiler:

* The loot - Awesomesauce. Both the tangible items and the boons. And yes... That is a glowing blue cyberart of Pharasma's spire on my cleric's forehead!!!!!!
* The story - Compelling, unique, and engaging
* AI Core - Our GM was awesome, and it's going to take a good one to make this shine. My pharasmin cleric had a blast with SIRI ;) First thinking she was an undead glowing spirit and trying to channel her back to the boneyard. Then trying and failing to use memory domain abilities to jog her memory. Spent the rest of the scenario muttering to himself trying to get his head around how a non-living non-undead sentient being fits in the multiverse and whether or not such an entity had a soul.
* Technological "hive-mind" super haunt - ZOMG mind blown

The Lows

Spoiler:

* Time - There is no way this is going to fit well in a con slot without hand waving alot... We took 6 hours and it could have gone to 7.5-8 if we did the final combat encounter instead of diplomancing it.
* GM Prep - Its going to take your average GM a fair amount of prep to pull this off well. Between several NPCs to interact with, unique effects, and unique mechanics that affect monster stats.


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