A Pathfinder Society Scenario designed for levels 7–11.
In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.
Written by Steve Miller, RPG Superstar 2012 finalist.
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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Ran as: Player, Fire Elemental Kin Barbarian, Level 9.
I found this scenario to be challenging and very interactive. We were a large party (6) and it did take a little bit of extra time with the boss at the end. There were deaths and cries of victory capped off with a very interesting choice at the end.
I liked the map on this one. It is compact but it works out really well for the adventure, unlike a few others that I have dealt with recently. As ZomB pointed out the bad guys were pretty smart on how they approached the party. Due to this I would take extra time to prep before running it as a GM.
I have not had a lot of time to play the Season 4 scenarios but I am very glad I found the time for this one.
A straightforward and compact adventure with a good setup and background story and intelligent, interesting encounters. One encounter also introduces a potential moral quandry.
There aren't as many creatures to prep given the lower number of encounters, but the intelligent nature of the opponents means the prep is deep with a lot of looking up of powers and abilities.
I ran it with three different table sizes yet it always seemed to take 4.5 hours to run.
Action economy is an issue at a 5 or 6 player table in two of the encounters. Though the last encounter may make up for it. The very low CR side encounter can easily be made quite a challenge by using all the that creatures abilities and cover.
You don't want to succeed at this adventure, really. Let the cultists do their thing. Wouldn't it be nicer just to sit at home over the long holiday off from work and just watch TV or play XBox or something? You really want to move about and have fun? Really? All to stop some cultists from their ... totally not evil plans?
The conclusion of this adventure suggests that there is at least one more adventure following the other Lissala adventures this season, but I don't see anything like that in the remaining relases for season 4. When are we likely to see the conclusion of this 'arc of Sloth' of adventures?
The following two parts of this metaplot series have not yet been announced. One will be released in the spring and the other in July, as the conclusion to the Year of the Risen Rune.
I'm curious about what Emketta would do if one of the PCs happened to openly worship Lissala. One example, openly displaying an unholy symbol of Lissala..
I'm curious about what Emketta would do if one of the PCs happened to openly worship Lissala. One example, openly displaying an unholy symbol of Lissala..
I recommend
Spoiler:
Bluff vs Sense Motive if they just have the unholy symbol and no faith to back it up. If they are a true follower, let them pass. That PC can try to take on the following encounter solo.
I'm curious about what Emketta would do if one of the PCs happened to openly worship Lissala. One example, openly displaying an unholy symbol of Lissala..
That actually triggered some of the more interesting roleplay of the evening when I ran this. I had Emketta interrogate the bard who was displaying the Sihedron brand from [Redacted] about Lissala and the tenets of her faith. Fortunately, the character was fairly knowledgeable about the lore (he'd taken 20 at the start of the scenario on the Knowledge: Religion check) and was able to bluff his way past.
Of course, then he flubbed his bluff check against the BBEG (rolled a 2), whom promptly shouted out "They're spies, kill them!" to Emketta and made it a very interesting fight.
They then proceeded to pull both encounters and lost party members to a celestial tyrannosaurus, again.
Naroth is Evil he would summon a fiendish tyrannosaurus not a celestial one.
Also Summon Monster VII is in his spell book, but not on his prepared spell list for the day. I might be mistaken, but I'm pretty sure that you're supposed to play the module as written so the spells he has prepared are what he would bring into combat.
Someone feel free to correct me on that actually being a society requirement though.
They then proceeded to pull both encounters and lost party members to a celestial tyrannosaurus, again.
Naroth is Evil he would summon a fiendish tyrannosaurus not a celestial one.
Also Summon Monster VII is in his spell book, but not on his prepared spell list for the day. I might be mistaken, but I'm pretty sure that you're supposed to play the module as written so the spells he has prepared are what he would bring into combat.
Someone feel free to correct me on that actually being a society requirement though.
He has a bonded object, and casting Summon Monster 4 in a 10-11 scenario would be supremely stupid when he has 20 INT and is capable of casting Summon Monster 7.
The only truly broken thing about his module (and I'm surprised nobody has mentioned it) is that my level 8 character earned ~4000 for doing the module, and ~15000 for taking the stone and selling it after a party member used Remove Curse.
The only truly broken thing about his module (and I'm surprised nobody has mentioned it) is that my level 8 character earned ~4000 for doing the module, and ~15000 for taking the stone and selling it after a party member used Remove Curse.
You cannot sell the ioun stone in this manner. It has a 0 gp resale value if it was gained without a gp cost to the PC.
The magic item on page 14 has construction requirements like regular magic items, but doesn't list any kind of spell that needs to be cast as part of its crafting.