The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?
Dawn of the Scarlet Sun is a Pathfinder RPG adventure for six 5th-level characters—such as the six iconic heroes provided. In addition, this adventure can be integrated into the Shattered Star Pathfinder Adventure Path, and uses the villains featured in the Pathfinder Battles Champions of Evil Encounter Pack.
Written by James Jacobs.
This special 16-page Pathfinder Module was initially made available for Free RPG Day on June 16, 2012.
Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.
Dawn of the Scarlet Sun is sanctioned for use in Pathfinder Society Organized Play. The Chronicle Sheet for this module is a free download (123 KB zip/PDF). Pregenerated characters are available here (1.9 MB zip/PDF).
Other Resources: This product is also available on the following platforms:
Dawn of the Scarlet Sun is a 16-page adventure released for Free RPG Day in 2012. Designed for six Level Five PCs, the adventure is really just eight pages, with one page for credits and six pages for pre-generated characters (the Iconics). The scenario is intended for use with the Pathfinder Battles: Champions of Evils Encounter Pack, a set of miniatures that includes all the enemies in the adventure. The adventure is also pitched as a suitable optional side-quest in the Shattered Star Adventure Path. The full-colour artwork is fantastic--Paizo doesn't skimp in designing even its free products.
Dawn of the Scarlet Sun has a reputation as including at least one nasty encounter that could be labelled as "a worthy challenge" or "a TPK-generator" depending on your point of view. I ran it via play-by-post and I can confirm its difficulty. It does have a strong story, some compelling antagonists, and plenty of action. I'd recommend it for groups that have gotten cocky or for players who don't mind more risk than they're used to.
SPOILERS!:
The scenario takes place in Magnimar. A compelling background story explains that a succubus named Avalexi has come to the city, discovered an abandoned shrine to Sarenrae, and has decided to re-consecrate it as a shrine to Shax, the demon lord of murder. To that end, Avalexi has mentally dominated a priest of Sarenrae named Zadendi, allied with a half-fiend gargoyle nicknamed the Scarlet Son, and undertaken a grisly murder spree. It's a pretty exciting and compelling backstory.
The PCs come on to the scene after several murder victims have been found in Magnimar's Underbridge District. The victims, all worshippers of Sarenrae, have had their hearts removed. The City Watch, represented by a guard named Kasadei, recruits the PCs to help plan an ambush for the killer. Before doing so, the PCs can do some information gathering to talk to witnesses and a learn a little bit about what they might be facing. That's pretty much the only role-playing with NPCs they'll get in the scenario.
The way the ambush is set-up is elegantly concise. Whatever the PCs choose--disguising someone as a worshipper of Sarenrae to act as bait, stealthily trailing a real worshipper, intently patrolling Underbridge, etc.--they're asked to make relevant skill checks. Each success raises the % chance that the killers fall for the ambush, but if enough nights pass without being caught, the killers complete their work and the scenario ends abruptly. It's not a likely result, but I like how the scenario doesn't guarantee success or sugar-coat failure.
Assuming the PCs are on hand when the killers strike, they learn why the murderers have been so difficult to catch and why there are so few witnesses. The Scarlet Son flies low over the rooftops and drops Zadendi nearby. She casts silence and then sneaks up on her victim from behind, killing them before they even realise she's there. It's an exciting encounter, as both foes are real threats, but with the tables turned there's a good chance they'll flee--and the PCs can then chase them back to their hideout.
The shrine has two main encounters, plus battles against the escaped killers if they're present. The first encounter is against a trio of wights. Wights are one of those monsters that are far more dangerous than their CR might indicate, and can definitely weaken the party before the big ending encounter. Speaking of which, I really like how it's set up. The succubus (likely having warning of the approach of intruders) locks herself in a cell and disguises herself as priest of Sarenrae who is about to be sacrificed. It's a solid plan, and my group at least fell for it hook, line, and sinker. The disguise allows Avalexi time to study one of the PCs to use her death attack (to paralyze) before teleporting nearby, summoning a demon, and then returning to fight fully prepared. The difficulty of this encounter shouldn't be underestimated. When I ran it, it lasted fifteen rounds! One PC was killed, others were knocked out, and it came within a hair's breadth of a TPK. It was one of the most epic, cinematic battles I can remember running though.
In sum, Dawn of the Scarlet Sun has memorable antagonists, a solid plot, and an exhilarating climax. However, despite its connection to "Free RPG Day", it's not the sort of adventure to run for a casual pick-up group of new players to try out the game. I imagine the six Iconics would get slaughtered pretty quickly. It's a scenario to either adjust and play with higher level PCs or as a legitimate exercise in "hard mode" for more experienced Pathfinder players.
As mentioned below, the last encounter is quite horrific. Avalexi has some quite sick magic, very high AC, SR and hp. Near to impossible to kill.
So what i did., was to make her a perfectly normal succubus, without any class levels. Then she is a CR 7, and that worked fine for me.
But it is a great module. The plotline is simple, yet challenging. The whole idea works really great. And most of the encounters worked great for my team.
Surprised at the low reviews I have had a look through. It is a well written very short adventure. It is easily thrown into any game or fantasy campaign and while it is set in Magnimar, you could port it over to somewhere else quite easily. I am thinking of using it in the near future.
This though, isn't really for level 6s. If you have a very strong full party of six members, you can take the end boss, but level 7s would be better. It all depends how challenging you want it to be, and do you want to risk a TPK? I support a tough fight once in a while, but as its a short adventure the players may feel suddenly overwhelmed at the end (as their characters die). Still Magnimar has been a tough setting before.
Art wise I don't like Avalexi - the legs are terrible, but Kasadei looks great with a strong bearing.
So it is a very challenging short adventure, and far better than 1 or 2 stars out of 5. Some don't like a hard challenge or to lose, but as it is free and dangerous, I recommend it.
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Michael Brock wrote:
You can use the pregens provided with the module for this module only for PFS credit. You may not use the pregens in this module for any other PFS event besides Dawn of the Scarlet Sun.
Stop Changing your mind Mike!!!! ;)
You might want to post that here., since you said we could not in that thread.
This special 16-page Pathfinder Module will initially be made available for Free RPG Day on June 16, 2012. Print editions will be available exclusively on paizo.com beginning June 18, 2012. A FREE PDF will also be available on that date.
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Chris Lambertz wrote:
Pregenerated Characters are now available for download!
This special 16-page Pathfinder Module will initially be made available for Free RPG Day on June 16, 2012. Print editions will be available exclusively on paizo.com beginning June 18, 2012. A FREE PDF will also be available on that date.
Is there any way to preorder the print edition?
There isn't really any Free RPG day event anywhere near Buffalo and I'd love to get a print copy to play in the future.
(Unfortunately, Buffalo has lost all of its good game stores....)
Was really looking forward GMing this as a sidetrek in a running campaign this weekend and just saw it's only going to be available starting Monday. *sad face*
Was really looking forward GMing this as a sidetrek in a running campaign this weekend and just saw it's only going to be available starting Monday. *sad face*
Ruyan.
If you have a game store near you that is involved in Free RPG day you could try and stop by to get the print version.
Was really looking forward GMing this as a sidetrek in a running campaign this weekend and just saw it's only going to be available starting Monday. *sad face*
Ruyan.
I'm taking for granted this is because people were exploiting the free PDF download on RPG Day by getting and knowing the adventure when they went to play it at stores? I seem to recall that I downloaded "We Be Goblins" on Free RPG Day last year. I don't remember whether that one was a sanctioned PFS adventure though either. Perhaps that's the reason for the delay this year?
Just ran this at Jetpack Comics in Rochester NH. Went great with 5 players and a tag along NPC Cleric.
We were able to finish it in about 3.5 hours and no one died. Had a good group of experienced players though. I was worried the end could lead to a TPK.
That's funny...I just played this at Jetpack Comics in Rochester, NH! Great fun, great group and an awesome GM!
Spoiler:
In the end our brilliant yet unplanned tactical move was to let the Paladin take a quick nose dive to stop the Succubus from using him as a healing potion!
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Sub-Creator wrote:
RuyanVe wrote:
Was really looking forward GMing this as a sidetrek in a running campaign this weekend and just saw it's only going to be available starting Monday. *sad face*
Ruyan.
I'm taking for granted this is because people were exploiting the free PDF download on RPG Day by getting and knowing the adventure when they went to play it at stores? I seem to recall that I downloaded "We Be Goblins" on Free RPG Day last year. I don't remember whether that one was a sanctioned PFS adventure though either. Perhaps that's the reason for the delay this year?
I'm confuzzled!
You didn't download it officially on the day, it's always been the Monday after that it can be downloaded. I suspect this is actually just so that people go and pick it up at free RPG day itself. Also, although releasing the PDF is automatic, I expect that Paizo prefer to have people in on release day just in case something goes wrong.
I believe a part of it is the contract that Paizo, the distributers, and Free RPG Day have. Our VC mentioned something about this as their local FRD fell through and why they couldn't still run it even though the store wasn't an actual participant of FRD. (Special dispensations were allowed for PFS Gms to get the pdf early to prep the mod for use as demos for PFS today. So since it fell through they couldn't legally run it until tomorrow I believe.)
I just got home from running this for four players at my FLGS. I had two deaths and one PC run away with the other dominated to chase and kill him. The players didn't really enjoy this module.
James Jacobs: You included that red-haired <spoiler omitted> . It had too much fun with my party. ** spoiler omitted ** This was fun otherwise.
If this is the one I ran up at Wyvern's Tale (and from the spoiler I think it was) ...
Spoiler:
The 25 points from that held Vampiric Touch definitely hurt, but if the confirmed crit with the flame blade had not happened, you would have most likely dropped but not died outright. All the decent rolls I made came during that combat ... the 1s and 2s from the earlier encounters would have certainly been better for y'all during the last encounter.
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Jeffrey Fox wrote:
I just got home from running this for four players at my FLGS. I had two deaths and one PC run away with the other dominated to chase and kill him. The players didn't really enjoy this module.
Did you raise them to lv six like the module suggested if using four players?
I just got home from running this for four players at my FLGS. I had two deaths and one PC run away with the other dominated to chase and kill him. The players didn't really enjoy this module.
Did you raise them to lv six like the module suggested if using four players?
Nope, it was a Pathfinder Society game so I couldn't do that.
Just ran this at Jetpack Comics in Rochester NH. Went great with 5 players and a tag along NPC Cleric.
We were able to finish it in about 3.5 hours and no one died. Had a good group of experienced players though. I was worried the end could lead to a TPK.
Thanks for running it. It was a good time and luckily Harsk the Healer with his wand was able to keep everyone alive.
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Jeffrey Fox wrote:
John Templeton wrote:
Jeffrey Fox wrote:
I just got home from running this for four players at my FLGS. I had two deaths and one PC run away with the other dominated to chase and kill him. The players didn't really enjoy this module.
Did you raise them to lv six like the module suggested if using four players?
Nope, it was a Pathfinder Society game so I couldn't do that.
What levels were they? The module was written for 6 level 5s.
I just got home from running this for four players at my FLGS. I had two deaths and one PC run away with the other dominated to chase and kill him. The players didn't really enjoy this module.
Did you raise them to lv six like the module suggested if using four players?
Nope, it was a Pathfinder Society game so I couldn't do that.
What levels were they? The module was written for 6 level 5s.
Three pregens at 5, one magus at 4. And while it was written for 6 level 5's for pathfinder society it's for 4-7 characters 4-6 level characters. And the venue wouldn't have liked it if I canceled the scheduled sessions instead of running it with a legal table.
more info:
Anyway the biggest problems was the rogue pregen getting one shotted by the death attack. That sucked. The other big problem is that the players needed a 15 or higher to hit her while she generally needed a 2 or higher because of flame blade. There was no way for them to win that war of attrition. And if they had six it I still think I would have trounced them. Valeros is pretty much a pawn once Dominate Person comes out. Even giving him a save at +2 every round he attacks an ally cause it's not in his nature wouldn't help cause he needs a natural 20 to save. And why he can't do much to her with his two weapon fighting, he can really give the others beating.
In fact he was the one who killed the paladin. I don't see it going much better with six characters because one of them [most likely valeros] becomes her pawn and the rest can barely hit. And once she does get hurt she has her vampiric touch.
It just seems that a win would be more based on luck than anything else. I think that the boss would have been better had she not had her 4 points of AC from armor.
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All I can say for the game I ran...
Witch + Slumber Hex + Failed Saving Throw = Short Fight for end boss
Witch + Slumber Hex + Failed Saving Throw = Short Fight for end boss
No surprise there. In fact there are several PFS-legal 5th-level character builds that could reduce the threat level considerably.
The problem is that the pregen party included in the module aren't likely to have anywhere as near an easy time of it.
At my FLGS we ended up light on players, so I ended up not running it. While we eventually had four players at the table, only two had any familiarity with Pathfinder. There were probably several contributing factors to the low turnout: it was an extremely hot day, the store was running a first-come, first-seated policy with no guaranteed seats, and at least one potential player elected not to show up because his PFS character was only 4th level, and from what he'd seen on the forums he wasn't sure about the risk/reward ratio.
No matter - we did our "Free RPG Day" bit and pulled out last year's module instead, and a good time was had by all! I'll run DotSS as a PFS game at one of the other local venues, so the regulars will get their chance at it.
We just finished the module 2 hours ago all six of us played the pregens and it was a TPK. I don't mind difficult games but I like to feel like I have a chance in a fight. The pregens are totally outclassed in the end fight. I felt like I was in a sealed cylinder slowly filling with water knowing there was nothing I could do about it.
I just watched my wife and her friend play this at a table of all six pregens.
Spoiler:
The Aid Another action and smite evil are very effective in helping to overcome the BBEG's AC. A blessed weapon to auto-confirm crits really helps. When you can get through her SR, the wand of magic missile is brilliant.
It was a long slog of a fight but they eventually took her down and it was encouraging to watch. The final battle really emphasizes and requires teamwork to ensure success. Really well done, IMO.
I agree with Mike. Given the defenses of the BBEG and the DCs involved and the skills associated we had a snowballs chance in Osirion. Really great characters with loads of potential.
Would love to have them as recurring villians/NPCs in a campaign (perfect). For an fight to the death OMG!!! It's a save or die fight. Fun though. Felt like I was playing Cthulhu.
I agree with Mike. Given the defenses of the BBEG and the DCs involved and the skills associated we had a snowballs chance in Osirion. Really great characters with loads of potential.
Slumber Hex is supernatural, so doesn't have to worry about Spell Resistance And
Spoiler:
BBEG will save is only +9. A 6th level witch with an 18 int (most likely 20) would have a 17 save DC if s/he hadn't buffed it more so BBEG would fail on a 7 or lower. Not that hard to do. Not to mention s/he could have the accursed hex feat and try it again if BBEG saved the first time.
The end boss for us was a long drawn out fight that they survived only because they had 2 healers keeping the heavy hitters on their feet and used good combat (flanking & Buffing) tactics. I think the level of experience at the table helped a lot.
Spoiler:
She even summoned the Babau!
I will say the wizard was kind of nerfed with his spell selection (and it turned out to be the same for our next game (Temple of Orcus)). In both games te wizard was reduced to Magic Missile & Caster Level Checks. Every Round. Over and over again.
My table . . .The alchemist saved the day with mutagen +enlarge plu a little bardic music made for some super high grapple rolls! Strange tactic but it worked. Poor Scarlet Sun. . . .
My party of iconics was TPK'd, If you must run this with the pregens, do not use the rogue, ranger or fighter. Between them they did a total of 10 hp damage on the Scarlet Son, the Succubus and her demon, as they just could not overcome the DR.
Not fun. Repetitive skill rolls to get things moving at the beginning. The bulk of the pre-generated characters were useless in most of the fights. A knowledgable GM playing the final encounter to maximum effectiveness with the at-will abilities can easily make it nigh unbeatable and extremely annoying.
But, we ran and survived. How many groups was this play tested with?
At the table I ran, the fighter, ranger and rogue actually did some decent damage to both.
Spoiler:
Of course, an a early identification of the symbol of Shax and the a knowledge check [planes] roll in the mid/upper 20s had the group asking for (and succeeding) an advance on the 3k and the purchase of a bunch of Cold Iron back ups or ammo ... not that it did any good against the Scarlet Son, but it definitely help in the end battle. Other than that, there were some good rolls made through out the game ... as well as some really bad ones.
My party of iconics was TPK'd, If you must run this with the pregens, do not use the rogue, ranger or fighter. Between them they did a total of 10 hp damage on the Scarlet Son, the Succubus and her demon, as they just could not overcome the DR.
Fun story, but this thing is a meat grinder.
My table would have been a TPK, but I had the BBEG decide to abandon the lair after her minion cleric went down. I thought the TPK would be too much of a downer for the group to go through with it. One character did die, though.
While I like the overall idea in the adventure, I wouldn't recommend this adventure for introducing new players to the game at the level as written for.