A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).
Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult.
Written by Steven Robert
This scenario is designed for play in Pathfinder Society Organized Play, 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.
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This scenario is an excellent opportunity to run a dungeon crawl for new players without killing them. It is mildly challenging and has some interesting fights that will feel tough, but is unlikely to actually do somebody in permanently. Only 3 stars because the story line is a bit of a wash.
It's not a bad scenario by far. In fact most of it's appeal is in how straightforwards it is. Get in, explore, get out. But it felt a little ... empty for lack of a better word. The mechanics for the event during the climb are interesting. And the secondary success condition isn't very well highlighted. Players have a pretty good chance to skip it and not know it was there.
I'm not being snide--I mean I've played and run it and I can't for the life of me remember anything about it. I flagged it as "might be fun to rerun" in my personal list, but am coming up blank as I go to review it. Ultimately forgettable.
There's some background info and a little bit of a plot in here, but this is mostly a straight up dungeon crawl to retrieve a mysterious artifact... basically what being a Pathfinder is all about! I ran this at the low tier for mostly level 1s, and it also serves as a great intro scenario. A few things that could really hurt, but the various treasures you can find along the way help a lot.
The fights were good for the most part (except for following the PFS tendency of squishy end fights)... a nice mix of interesting creatures and PC classes. My table definitely had a lot of fun with this one.
Ultimately a bit flawed. Some of the faction missions are obscure, and the final fight is a bit under-powered in my opinion - though due to a lucky damage roll by the GM it did drop a couple of us unconscious.
There are some interesting encounters throughout the campaign - most notably the first mage encounter, followed by a very memorable fight on a broken bridge. It was a pretty good time with the group we had, but nothing particulary special (aside from what was mentioned above).
The maps were apparently vey difficult to convey to the PC's, leading a to a bit of confusion at some points.
The scenario had me excited after reading the description, but ultimately I do feel a bit let down. As others have stated, there was no real opportunity for roleplay, mostly just traps and combats.
Could this module be easily run in Katapesh, for example as a "side-trek" adventure after 'Howl of the Carrion King'? Or does it have a lot of Qadiran elements that cannot be separated/modified without "destroying" the plot?
This one was my first-ever Tournament game I played, and I think it was a great one to start with. I enjoyed the challenge, as well as the flavor of the setting.
I can read this just fine on my desktop and laptop, but having issues viewing a few of the pages on my tablet. Any one else having issues like that on this or any other PFS module?