Pathfinder Society Scenario #2-14: The Chasm of Screams (PFRPG) PDF

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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.

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After reading it three times...


...wasn't sure what I was running. The story is set in a wide open setting but the play is a rail road. The players struggled with giving up precious things they have been saving since the first game. It was good to stress the secrecy of the faction missions but it would have made a good 1st act to the adventure instead of the way it was done.

First I must apologize, the trap I said would not effect anyone could have in my table's case effected two PCs. The combats were so strung out every player wondered why they weren't all together. They were all in cahoots after all. Would have made one great foray instead of three or four. When it comes up the Buried rules are on page 415 and the wind rules are on page 439 of the core rule book. Getting back quickly was a problem too though I found no penalty for not getting back in weeks rather than days.

It was nice to see some change to the SOP of scenarios and I hope they continue making the PCs feel like they need to rely on their own resources instead of being shunted off to the locations. This needs to be fleshed out more though in future scenarios.


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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.

Liberty's Edge Contributor

Russell Akred wrote:
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!

Much Love!

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