A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).
When the Decemvirate sends the PCs on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder known as the Phitoness of Axioms, the players soon find themselves deep in the mythical howling caves commonly referred to as the Chasm of Screams. Can the brave adventurers survive the harsh environment and defeat the demented thralls of the powerful, icy master of the oft-avoided cavern? Or will their cries of pain join the chorus of tormented voices that already echoes from the Chasm of Screams?
Written by Tim Hitchcock
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.
Product Availability
Fulfilled immediately.
Are there errors or omissions in this product information? Got corrections? Let us know at
store@paizo.com.
Lacking any sort of memorable story. I didn't really even know why we were doing what we were doing. All of the worst "screw the player" type mechanics in one scenario.
Title says it all, really. It has the potential to be interesting, but it sort of falls flat. The story is barely there, and the players will never really understand the backstory, which is always a bad thing. Apart from a brief explanation, the VC even avoids any mention of why exactly you're doing this.
Combat has the potential to be interesting, but due to low enemy placement, combat's already over before it's started. Even with a party of four, with three actual combatants and a pregen, they overwhelmed the enemies. Action economy is just in favor of the players at all times.
The location is interesting, but random weather effects that only sort of influence the room you're in and then not anymore aren't really interesting enough to make a dent.
In the end, it's not totally irredeemable, but this simply shouldn't be a challenge for players. The high tier might, purely because there are more enemies, but at that level, you'll mow through them anyway. It's a fun walk through a mountain, but never really more than that, and that's a shame.
I found this one to be slightly confusing also, the mechanics are relatively sound, but the encounters come off as a little weak, granted I played 6 people at my table for this, so that might have something to do with it.
While I like the premise of the scenario, it just lacked a certain panache, that small something that set it apart from the rest. Don't get me wrong, I had a lot of fun running it, and my players enjoyed the BBEG, all other encounters were done in 2 to 3 rounds, as one might expect, especially with a strong arcane magical party as I had. (ie: 2 Magi, 1 Wizard, I Diabolist, 1 Cleric, and 1 Dragon Disciple)
I have played but not read or GMed this adventure.
The opening trap/encounter was a nice setup but the chasm was confusing. Lots of 3D that was hard to follow. There were some nice encounters but I found the plot so uninteresting I don't even remember what it was.
Mostly reasonable foe choice to make for good encounters but confusing 3D terrain and plot weakness held this one back.
I am curious, why is it on one of the encounters there is an effect that only succeeds against creatures of 6HD or less? The tiers are 7-8 and 10-11 so none of the party should be that low. Maybe a multi-class wizard's familiar or a multi-classed character's animal companion but otherwise it seems useless except as a story element at best.
I am curious, why is it on one of the encounters there is an effect that only succeeds against creatures of 6HD or less? The tiers are 7-8 and 10-11 so none of the party should be that low. Maybe a multi-class wizard's familiar or a multi-classed character's animal companion but otherwise it seems useless except as a story element at best.
Hey Russell!
It'd be a flavor thing.
encounter spoiler:
The effect should mess with familiars and mounts, and be generally unnerving enough to get the locals to talk about it, but really the PCs should be at a level where they're brave enough to not be frightened by a screaming chasm. I thought to make it such would seem anti-heroic. Or something like that. Be a sport, make a critter freak out and sun into the Chasm and break its neck!
But I am taken back- the mighty Russell Akred finds a story element useless! For shame my good friend... for shame. Gronk Iron Fist would be sadly soured if she thought you believed your ability to hail her introduction was useless except as a story element.
You sir of all people know how to take a story element and make it superb. I for one hope to witness your ability to do this again, at some point in the near future!