#7-21: The Sun Orchid Scheme, with GM Pendrak (Inactive)

Game Master Pendrak

A Pathfinder Society Scenario designed for levels 1–5.

With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge?

Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction.

Written by Nicholas Wasko.


I would like to briefly provide a little bit of information about what I roll and what you roll. Keep in mind that these rules aren't hard and fast, and I try to give players the benefit of the doubt in all cases.

I typically will roll what might be called "passive" perception checks for all characters upon entering a room or scene, and for what in some previous editions would be called Spot or Listen checks. When you walk into a cave, everyone automatically gets a Perception check to be attentive to what might be in the room (to notice a goblin hiding behind a rock whose foot is sticking out, or to hear the sounds of wailing from deeper in the caves).

What I usually do not roll for is what would have been called in previous editions a Search check. You walk into a room, and with the "passive" Perception I tell you the detailed description of the room, including the fact that you find a chest. It is up to you now to say that you carefully examine the chest for traps.

Another thing I almost always will roll for would be things like Knowledge checks, Heal checks, Craft checks, and so forth, specifically when they are used to know things. You find a corpse; I'm not going to ask you to make a Heal check to determine cause of death, I'm just going to roll it for you. These sort of things seem to speed up the rate of play. I don't want to take away the thrill of rolling from players, but there is still plenty of opportunity for that.

Initiative is the other big one. I see no reason to wait around for six people to get around to rolling for it, when I can just get it done all at once.