A Pathfinder Society Scenario designed for Levels 1–5.
In the distant land of Tian Xia, the Pathfinder Society's Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory in the upcoming Ruby Phoenix Tournament. Though the monastery has long laid unused by the faithful of the Master of Masters, it is not completely devoid of danger, and the PCs soon discover that merely retrieving the ancient artifact is but the beginning of a much larger quest.
Written by Jerall Toi, RPG Superstar 2011 runner up.
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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That means it's a railroad. That said... the location is neat...highest mountain in the world, but other than some writing in Tian, wasn't screaming "THIS IS TIAN XIA!" The environmental dangers were pretty brutal. Apart from the boss combat, the encounters were pretty easy. Boss combat could be brutal if not played wisely.
Paizo has thrown down the gauntlet. Yes, the challenge level of scenarios has been increased substantially in Season 3. Girly girl PCs need not apply when adventuring in groups of 4. I feel this scenario was designed for a group of six veteran players with well-made PCs.
Heaven is very combat centric and the combat encounters are both interesting and well designed.
This scenario is not an appropriate introduction to PF for new players with level 1 PCs. In this scenario, even if you win, it's likely that someone is going home in a body bag (ignoring fudging and GMs ignoring helpless PCs). If you took the four level 1 pregens (Valeros, Merisiel, Ezren, Kyra) and played this scenario, I don't think they're making it out alive. Needless to say, your group should think twice about playing up.
When we asked for increased challenge, I would have preferred if the challenge level was increased moderately. In season 1, some subtier 1-2 bosses have an average potential damage of 9 damage with an unlikely chance to hit (Citadel of Flame). The bar has now been raised to an average potential of 46 damage per round (with a likely chance to hit). Do I think it's way over the top? H*** yes.
Boss specifics:
If the NPC is GMed properly, you're looking at a near TPK. However in practice, the encounters are quite reasonable. Why? Most GMs don't factor in Power Attack, use Stealth, or tactics.
If you have a normal group of 6, I recommend you play the NPCs to their fullest, factoring in both PA and Stealth. If your group is under average (low DPS), play the NPCs without Power Attack and Stealth. There's a huge difference in the encounter with these two factors.
For example, when I played it, the boss started at charge range in an open area. He then got hit by ranged attacks and then swarmed after he hit (and dropped) the level 1 Barbarian. He was down in one round and never got to use multiple attacks. It was kind of anti-climatic and it could have played out very differently if he found us in an enclosed room and had a surprise round.
Note to Paizo: In the future you should always factor in Power Attack into the NPCs stat block, so you get consistent reviews for scenarios across a variety of GMs.
On the other hand, I can use this scenario to challenge PCs I couldn't otherwise challenge and use non-optimal tactics for other groups.
In addition to the combat encounters, I also enjoyed the environmental effects of the scenario, which makes it more "realistic" and illustrates the need for non-combat spells / feats. I thought the bridge was good too, although some GMs/players won't feel the same way (my GM cut it out).
Even a hint (a paragraph or a single incident) of something different about Tian Xia compared to Absalom would have been welcome. I think local flavor is a very important part of any scenario, and I don't necessarily feel that every GM should have to read every source book to give their players a taste of the locale.
Length: Fits into a 4 hour slot easily. Could be done much faster depending on how well the GM is prepared.
Sweet Spot: Both subtiers are good, but I prefer subtier 4-5 for the expanded boss abilities.
Experience: Player at subtier 1-2 with six (level 2) PCs. I'm GMing Heaven soon as well.
Entertainment: It's combat centric, but it's still a good time. (8/10)
Roleplay: The roleplaying aspects of this scenario are going to be dependent on the GM to add fluff. The guides should have tried to travel with us a little farther, to act as a foil, comedic relief, and possible cannon fodder. (2/10)
Combat/Challenges: I thought the encounters were challenging and unique for a travel scenario. (9/10)
Maps: Good use of flips maps and unique maps. (8/10)
Boons: The boon is in Part 3, although you need to play all 3 parts to get it. (n/a)
Uniqueness: Unique for a travel based scenario. (9/10)
Faction Missions: Average, but perhaps they did the best they could with this type of scenario. (6/10)
Overall: Enjoyable travel centric scenario designed for tough/normal PCs. (8/10)
I think 'The Edge of Heaven' will be an enjoyable journey for most groups, but maybe not so much for the guy who leaves in a bodybag.
It should be noted that I have not read this scenario, only played it. That said, that play-through wasn't terribly interesting. We ran it with a table of 5 (with a sixth player joining in the middle of the second fight), at tier 4-5. At our average party level, with access to second-level spells and many fist-level castings, we found the environmental factors trivial to deal with. By the time we reached the monastery, only our Paladin was fatigued, and that was down to natural 2 or 3 on his last Fortitude save. The environmental factors are probably bigger, well, factors at the lower tier, when the PCs just don't have the resources and capability to handwave them away.
Putting the PCs below enemies on clifftops, or between enemies and a long fall, was a nice touch for the second and third fights. The last two fights could have been handled better. Our party two-shotted most of the enemies in the fourth fight, and overwhelmed the boss with action advantage. Combining the two fights into one would have helped to mitigate this. Revealing that the "demon" living up in the monastery was something...entirely different in the opening text was also, I think, a mistake. The monastery encounters might have gone very differently if we were prepared for something other than what we found. As it was, we had three near-deaths: my wizard, the under-leveled magus, and the summoner's eidolon.
There wasn't much roleplaying between PCs and NPCs to be had. Our GM had the guides stay behind at the base camp without much discussion on the subject, though to be fair we got the map and we probably would have been fine with letting them stay. It didn't help that none of us could speak Tien. But that left the monsters as the only creatures with which we could interact until the denoument, and they weren't interested in talking. Having to protect the guides might have added wrinkles to the not-very-challenging second and third fights, and they could have had interesting things to say about the Two Brothers and the shrines instead of the information being revealed through Knowledge checks.
Overall it was a decent adventure, and to be fair it was more fun in the moment than it is looking back, but it wasn't terribly interesting or flavorful.
Disclaimer - I played the scenario, but haven't read it. In addition, my judge was a veteran player with little DM experience so that may have affected my experience.
For the first PFS module set in Tian Za, there was no local flavor in the entire module. You would think they would try to emphasize the difference between Tian Za and the other regions, but this one could have been set in Cheliax since we didn't get any local color.
The module starts out with 2 1/2 hours of rolling climb checks with two trivial fights included and culminates with hourly fortitude checks to become fatigued or exhausted prior to a horrendous combat. We had one PC death and it should have been at least three. It's possible that our judge misread the climb check rules because I can't concieve of anyone including four encounters worth of climb checks in a module. It did manage to hose the human cavalier in our party (the reason all you see in PFS is halfling cavaliers on dogs), but the judge generously allowed us to haul my medium tiger up numerous cliffs etc.
This is probably the worst PFS module that I played and the only reason it received a second star is because I think a more experienced judge would have thrown out much of the climb check tedium which among other things would have allowed more time at the monastery.
Not much role-playing here. The majority of the adventure is simply traveling through the mountains to your goal, but some interesting locations for battles keeps things interesting.
It'll be interesting to read to see if a mini-campaign could be developed using the 3-part society scenario plus the tournament module and anything else that someone might be able to add to it. I'll have to get this stuff when it becomes available and see If I can do some sort of Tian-Xia mini-campaign.
I'm scheduled to Gm this to Mac Con on the 10th. There's a lot of interest in this, my table is full, and we are looking at opening another. Is the release date still on track? Cheers.
I'm scheduled to Gm this to Mac Con on the 10th. There's a lot of interest in this, my table is full, and we are looking at opening another. Is the release date still on track? Cheers.
Both of this month's scenarios are on track for a Wednesday release.
Both this mod and 'The Immortal Conundrum' are now showing as 'Unavailable' when their states was previous 'Available Wednesday' and then 'Available Today <my time zone>.' Has something gone awry?
Both this mod and 'The Immortal Conundrum' are now showing as 'Unavailable' when their states was previous 'Available Wednesday' and then 'Available Today <my time zone>.' Has something gone awry?
It means the timestamp for when it was supposed to go live is incorrect. I'll poke it when I get into the office.
Both this mod and 'The Immortal Conundrum' are now showing as 'Unavailable' when their states was previous 'Available Wednesday' and then 'Available Today <my time zone>.' Has something gone awry?
It means the timestamp for when it was supposed to go live is incorrect. I'll poke it when I get into the office.
Thanks for the extremely speedy response, Liz! ^_^
For what it's worth, this happens every time something is due to go live; I've noticed it the past few months for PFS Scenarios. I suspect there's something in the code that says if the "on sale" date is the same as the current date, but the object isn't actually for sale yet, then list it as "Unavailable."
I suspect there's something in the code that says if the "on sale" date is the same as the current date, but the object isn't actually for sale yet, then list it as "Unavailable."
Hey when exactly is this going to be available? I'm running in 3 and a half hours and this is the one I'm planning on running... Any idea when it'll be available for purchase?
While I'm not a normal PFSS purchaser, I had to buy this (and Part 2 next month), both out of a sense of solidarity and genuine curiosity about what I'd written a piece of. After the fact, I have no issues with that; four bucks well spent. This is all kinds of fun stuff, even just reading. Well done, Jerall. I only hope Part III doesn't look shoddy in comparison. ;-)
A little tweak I added that made for some fun roleplay for this adventure:
Spoiler:
I had the two guides (actually, I changed it to 1 guide as well) be a bit fearful of the monsters and the encounter with the snow leopard sent him over the edge. That night, while the PCs slept, he tried to sneak away as he was too scared to continue. He did leave his map case behind for the PCs.
The PCs of course heard him and we had an interesting discussion on whether or not to let him leave. Lilly, the big hearted fighter with the even bigger sword, insisted the poor man be allowed to return to his village.
* The text says "The two guides can provide the PCs with simple maps" from Base Camp to Two Brothers. Unfortunately no map of the route is provided to the GM. Certainly with this being a linear adventure, I could probably put something together, but does anyone have a well thought map they could share?
* Any hints on time and distances?
* In convention PFS play, how best to deal with the fact that most PCs at the table will neither be equipped for climbing nor cold temperatures? Should Amara Li provide?
I used the following distances in an earlier draft, that didn't make it to the final product:
Base Camp - Overhang Ambush 1 mile*
Overhang Ambush - Path of Many Shrines 2 miles*
Path of Many Shrines - Two Brothers 1 mile*
Two Brothers - Monastery 1 mile**
They certainly can, but the final boss can hit really hard, and the economy of actions won't help save a PC if it gets a full attack off against someone who can't take the damage. I think you'll find the other encounters manageable with a large party of 3rd-level PCs, but if their APL is 3, they should be able to choose whether they play up or down without your input.