A Pathfinder Society Scenario designed for levels 1–5.
In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.
Written by Ron Lundeen.
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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I thought this was a really well-written, in depth adventure. I liked how it was written with suggestions of where to make secret rolls for characters. I feel like my players did have to stop and think about what was going on and how they were going to react.
SPOILERS:
I thought it was interesting that the main plot did not directly influence success of the mission.
I enjoyed running the encounters.
I thought the book treasure is a nice item.
I wasn't totally sure if the people in the temple realized they were in the tapestry and how they felt about that. Might have missed that information.
One of my players had (and used) detect evil. That really helped focus the investigation and how they players reacted to the NPC's.
Read suggestions to print adventure. Of course I ignored it. I was embarassed that I did end up wasting too much time going back and forth on the tablet referencing the map. At least print the map. Probably just show it to the players, really. There's nothing really secret on it.
I have to say I was surprised by this adventure. I got to a specific place in the location and was settling in for the typical scenario railroad into the dungeon to find the big bad. I searched for some time to locate that secret lever, panel etc to open the door to the crawl below but I didn't find it. That's because it wasn't there! This sandbox style adventure requires one to actually think and role play, not just "roll" play and swing that sword. I'm trying hard not to give anything away regarding the adventure so I will conclude by saying that I was impressed and happily surprised that I got to flex my role playing muscles.
This is quick honest review of what I thought about this scenario first as a player then as a GM.
As a player a this scenario has a lot of detail and was a bit confusing. After running it I can say that it is because it requires a lot of prep. I wouldn't recommend it for a beginner judge.
As a GM I found it full of a great local with well fleshed out characters. It was a cluttered in it's organization which created a lot more work for me.
This scenario would have gotten 5 stars from me if it was better organized. I had a lot of characters and events to keep track of and if I had them all in one place with a suggested order of events it would have made it much easier on me for preparation even if things didn't happen in the suggested order.
I would recommend this scenario for experienced judges and experienced players. If you like running or playing high scenarios with in depth role playing I fully suggest it but if you are looking for a straight forward scenario or dungeon crawl I would say avoid it. Highly recommended scenario but not for beginners.
I didn't have as much time as usual to prepare for this scenario so my review might be slightly tainted. Usually, I read the scenario once, sleep on it (thereby being able to align the NPC motivations), read it again, sleep on it (understand logistics and other mechanics in play), go over it with a fine tooth comb (reading all the spells and abilities in detail), sleep on it (develop strategies and tactics), skim it, run it. So in all, I usually spend at least 4 hours over 3 days preparing a new scenario. However, for this one, I only had two hours immediately prior to running it to prepare. In perspective though, I do believe that this is still probably more than most DMs spend preparing a new module so I don't feel too bad. But I do feel that there is the potential I might have missed some of the subtler NPC motivations.
This scenario is basically another crazy cultist scenario reminiscent of the Feast of Ravenmoor (which I've played and read and am waiting for an opportunity to DM - after which, I will write a review of). Except instead of an entire village of cultists, these cultists live within a perfect white elysium. This scenario also introduced "Heresy Points" which created consequences to individual player decisions - I'm not sure if I liked these or not since they were only punitive (and not rewarding). The scenario also possessed a very open format, allowing the players to move throughout the scenario as they chose. It also offers ample opportunity for role-playing and creative combats.
However, despite all these traditionally good elements of a scenario, I felt as though it lacked believability. This scenario is supposed to be placed inside the Hao Jin tapestry. I have no idea how the cultists got drawn to this particular location or how this particular religion could have possibily flourished throughout the centuries. As such, I felt as though this particular scenario was written and then someone was told to "make it fit in the tapestry". Thus, this scenario felt very disjointed which I somewhat expect from a scenario within the Hao Jin tapestry but perhaps it was a little too much for me.
DM complexity - moderate
I'm an experienced DM in 3.0, 3.5 and PFS and spent about two hours preparing it for Tier 4-5. One of the things I also found nice was that the entire scenario's encounters fit perfectly on one side of a flip-mat. As such, I just drew the exterior prior to running and filled the interior as the players explored it.
Player complexity - high
I ran this scenario at Tier 4-5 for 4 experienced players who did not play optimized characters with an average party level of 4: they had very challenging time defeating the encounters. I felt this was somewhat indicative of the trend in PFS scenarios to be tougher and designed for 6 optimized characters. However, I also have a tendancy to run very optimized/intelligent mobs so it's possible that the CR was appropriate.
I just finished running this and it was a blast for both myself and the players. Tons of Roll Play opportunities and the depth of story background to support them. Encounters were challenging, but appropriate. There was good story pacing as well, it took a while for the players to figure out what was going on.
My only complaint about the scenario was the map. The description of the temple made it feel airy and open, while in actual play the map was cramped and not easy for players to navigate in combat. It just seemed that the rooms where small in comparison to the creatures who where supposed to inhabit them.
Besides that small quibble, an excellent scenario!
Thanks, Larry! I'm excited about this adventure. Some people remarked that my ” Tide of Twilight” was a bit linear in the combats and light on the roleplay/investigation. This adventure is sort of the opposite of that.
Just ran this for a group of five the other day and had a few questions if you're willing to answer them.
Spoilers within!:
1) When it comes to how the Heresy Points act during the encounter with Dakang, can I get some clarification on that. That one description stated 'for every Heresy Point a PC has, he must reroll twice.' That doesn't mean that if one of the PCs participated in all four heretical practices, he has to reroll the attack 8 times in the first round? The paragraph does mention 'at the beginning of combat' so does that just mean for the first round or what? I modified it during playthrough because I was slightly confused by it, and I put each Heresy representing a different trait. Herey #1 (as I'm calling it) applied to Attacks, #2 to saves, and so on. Anyways, what was your original intention with that?
Secondly, I want to compliment you on the scenario. I absolutely and 100% loved it, but being a more heavy roleplay scenario, it really pushes the boundaries of the time standards that PFS has, and as such, might easily be ran by less experienced folk. Hopefully not, but its a possibility and I just wanted to throw that out there, so people now.
Other than those two quirks, I want to compliment you one last time on an outstanding experience - for both my players and for me as GM.
Just ran this for a group of five the other day and had a few questions if you're willing to answer them.
** spoiler omitted **
Spoiler:
Let's assume Valeros, a fighter PC, has 3 Heresy Points. In the final conflict with Dakang, Valeros would need to roll twice on his first 3 d20 rolls of the encounter.
In round 1, he charges Dakang, and thus only gets a single attack, He rolls two d20s and takes the lower of the two rolls, to which he adds his normal attack bonus. This accounts for 1 of the 3 Heresy Points.
When Dakang's turn comes up, he channels negative energy, requiring Valeros to make a Will save. Again, he rolls two d20s and takes the lower of the two results. This is Heresy Point number 2.
On the next round, Valeros makes a full attack with two weapons. Since he's already used 2 of his 3 Heresy Points, only his first attack in the round requires two rolls. So with his main hand, he rolls twice and takes the lesser of the two results, then rolls his off-hand attack normally. Now he's used up all 3 of his Heresy Points.
All remaining d20 rolls during the encounter are handled normally, with only a single roll.
Is there a reason, beyond what looks like an error, that some encounter areas have CR differences in the main entry and the subtier entries that do not match?
Because sometimes we change how hard things are in development and the changes don't get implemented everywhere and then slip through editing. Luckily, I have a small adjustment I need to make to one of the encounters in this document anyway, and can adjust these when I do that. It should be sometime next week after PaizoCon's over that I have a chance to get those implemented.
They can weigh less than 5 lbs. if a player comes up with the creative solution of using magic to retrieve them instead of Escape Artist. Given that the party has to survive a pretty tough battle to get access to them in the first place, I think that allowing this sort of use of a class ability in place of a skill check is fine.
This scenario sounds interesting. I'm not going to read the spoilers, but I will be participating in this module here soon. It's funny because this involves exploring an Aasimar temple (as it said in the description), and Albireo Renos, my Aasimar Cleric, should feel right at home lol. And just to clarify, at Genghis Con earlier this year, I won a boon sheet that allowed me to create an Aasimar ^^. Either way, Albireo should be just fine. It'll definately be interesting. Can't wait! =)
The people in the tapestry - how did they get here? The stated reason seems to be that they wandered here from other sites within the tapestry. So Hao Jin put things in her tapestry that contained living people? That sounds - capital E - Evil.
And Hao Jin disappeared 300 years ago? Wouldn't the tapestry be crawling with multiple generations of people at this point? Not the temple itself - i see how the population would stay in control there - put the countryside should be thick with people at this point.
Has anyone come up with descriptions on how the other folks got there? That seems like the first thing players would ask.
Hao Jin rarely intended to move people unwillingly into her realm, at least not when she wasn't collecting creatures specifically. In this case, Dakang was rooting around in the dirt in a battlefield she collected; the inhabitants in the Wonders in the Weave series were accidentally collected when the cave network they lived in was brought along with an old ruin adjacent to it; the inhabitants of Round Mountain were brought along when she pulled a whole sphere of earth from the Darklands into the tapestry to seal off invasion tunnels from below and save a nation under attack. Where the specific folks who appear in this adventure came from isn't defined, but when you're collecting whole ruined cities, ancient temples, and geographical wonders from across the world, there are likely to be a l few people who happen to be in the wrong place at the wrong time.
And whether or not this fact would be considered evil, Hao Jin was certainly not good-aligned. She was, after all, a devout follower of Abadar.
Is Dakang supposed to have an unholy symbol hanging on his neck (which the players fond of doing so will try to sunder) or does he need one at all to channel and cast spells?.
I've seen this run twice, and both times the players have been confused for the reasons DMFTodd mentioned.
Spoiler:
One gets the impression that the world of the tapestry should be deserted save for a few other explorers. Being greeted at the door of the temple and finding that it was in use was confusing. My table assumed it was some sort of time shift, while another table thought it to be phantasms or some other type of sinister illusion. In both cases the adventure slowed to a crawl because the players were afraid to trust anyone.
I know this is four years late but I have to say in response to Radiostorm:
I played through this module at SCARAB many years ago and had a blast, and as you mentioned, we did slow to somewhat of a crawl! The GM role played the whole scenario perfectly though. Looking back, because of the expectation of finding nothing, our characters where very wary. This lead to hilarity and unspeakable dread. It reminded me of a mix of Scooby-Doo, Benny Hill and The Ring. Which may not sounds great to some, but believe me, we could not stop laughing at the absurdity that was fear the entire scenario!
I mean come on, when has the PFS ever sent Pathfinders to a safe "abandoned" local? :-)
Both of these haunts describe the weapon used as a jagged length of wood. Should this be considered an improvised weapon? This won't matter on the coup de grace attempt, but when attacking someone trying to prevent the suicide attempt, an attack roll would be made.