Pathfinder Society Scenario #4–24: Glories of the Past—Part II: The Price of Friendship (PFRPG) PDF

2.60/5 (based on 15 ratings)

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A Pathfinder Society Scenario designed for levels 5–9.

The Pathfinder Society has discovered the hint of a monumental revelation, but in order to confirm their find, they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn't mind seeing them dead, or will the orcs' Second Home be the site of their final mission?

Written by Christina Stiles.

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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Average product rating:

2.60/5 (based on 15 ratings)

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Fun scenario, but follow the railroad a bit

3/5

Finally Played this after having run it a few years ago: I had loads of fun with this one. There is a lot of predictable elements, but that's not a bad thing. The fights are fun and involve pretty iconic opponents. Only the timeline is strange. You get sent to Urglin to find a guide into Urgir (the similarity of the names is slightly confusing at times), and at the same time find out what happened to another Pathfinder who came here some time ago. It's not very well presented to the players that the latter is the thread around which the scenario is written.
But all in all, the whole Conan feeling conveyed by the scenario is fun and should definitely be hammed up.


A scenario that's ruined by hazards

2/5

After a disappointing part 1, we proceeded with part 2. This time around we walked into an orc village, out of the orc village and back into the orc village. Oh and there were fights along the way. That's the most rudimentary summary I can give you as the storyline didn't exactly make sense. Thankfully we were just given some tasks and could just focus on that at the time.

The idea of acquiring a certain creature is a fun one. It's a simple task, but one that just works because of its simplicity. The fights that corresponded with that assignment were rough, but fair. Fighting creatures that are larger than you are is always a scary prospect, but you always end up feeling you actually achieved something. The final fight (we went for the arena-route) was over in one round, so a little disappointing. Then again, we're the real champions of our story anyway and we had some time to buff and get ready. The scenario is worth playing simply because of the first couple of fights.

However, if you do decide to play it, get ready to use a lot of charges of your Cure Light Wounds wand. The events that happen while on your way to capture your prey are potentially very painful. There's a lot of damage that's going to be thrown your way. While you can save for half, the saves are really high. There's nothing the players can do to mitigate (some of) the damage and it just turn into rolling dice and striping off charges of your wand. It adds absolutely nothing to the storyline other than frustration. I can see why other reviews below complain about it and for once I completely agree. A few hazards would have been okay, but this amount was ridiculous and quite frankly a terrible mistake in terms of design.

Those hazards are also the main reason why I rate this scenario so low. The fights are fun, the storyline is okay and the scenario itself is enjoyable for the most part, but the hazards are just over the top in terms of sheer numbers, damage potential and lack of interactiveness. Quantity doesn't equal quality and it has a massive negative impact on the scenario as a whole. It's a shame as it could have deserved more praise. Right now, I just can't recommend this scenario.


WORST SCENARIO I EVER PLAYED - RUN FROM THIS!!!!

1/5

I hated this scenario. About 2/3 of the module is "short flavor test" and then take some absolutely unavoidable damage. You then heal with you wand (requiring 3-5 charges each time). Repeat until the CLW wands are exhausted.

No lie our group used almost 3 full CLW wands for this scenario and part of a 4th.

I got so bored I got on the FLGS's free wifi and watched college football, ocasionally paying attention so I could pay the healing resource tax to continue to the next part.

Pathetic.....


2/5

A disappointing second chapter in this story line. The scenario is just a roadroaded trek with some over the top environmental dangers and a a couple far too easy combat encounters. Not enough roleplay opportunities either. Finally, the climax is over and done with nothing to wrap it up properly.


fun but LOTS of serious errors

2/5

I just played it and it was overall very enjoyable. But much of the enjoyment was almost in spite of the scenario.

Spoiler:

The opening "follow the clues" was fine EXCEPT that the trail really made no sense. Most of the answers just led you to the next section of the city. So, if you visit the sections in a different order you just get to the end sooner? Its really not that difficult to have the clues be a lot more focused while STILL causing you to visit each neighborhood.

The cinderlands section was atrocious. Nothing the characters can do to avoid damage. Makes no in world sense as an area THAT dangerous would be totally devoid of life. Good thing the GM wasn't damaging our wagon hauling beasts (there are relatively few ways of bringing back a bulette on a trip lasting hours so most parties are going to be using wagons).

As long as the group has the resources and everybody survives that whole section is just "everybody lose 3d6 charges off your heal stick". But those damage numbers are silly. It is quite plausible for a level 5 wizard or sorcerer to go from full to dead. That is a REALLY lousy way to lose a character.

Wandering monster charts aren't great but this was much worse. Absolutely no player agency, just dice rolls that can easily kill characters at the lower levels. Guess that'll learn them to play a character with lowish hit
Points.

The final combat was a joke but we had 6 characters including a level 7 magus in tier 5-6 so easy combats are pretty normal.

I understand why they didn't include it (would likely take too long) but I wish there had at least been some random orcish violence visible.


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Webstore Gninja Minion

Announced for June!

Contributor

Wow, this is being run so many times at PaizoCon that I'm going to have to go hide somewhere during the show.

Silver Crusade

2 people marked this as a favorite.

1. Extremely curious about where this is going, both in this scenario and what looks to be following it. :D

2. This title sounds like an exceptionally dark episode of My Little Pony.

Contributor

1 person marked this as a favorite.

I've played in a dark episode of My Little Pony, actually. It was called the Ponyville Horror, and the ponies were in search of the Equinomicon. Erica Balsley ran this at MACE: West. :)


My wife just got asked to GM a few slots this year, two of them is this Scenario. She is so excited.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

You know, I'm sad that I'm locked in to just The Disappeared and In Wrath's Shadow for PaizoCon. So many great scenarios have been announced since then.

Contributor

Gary Allen Green wrote:
My wife just got asked to GM a few slots this year, two of them is this Scenario. She is so excited.

Yay! I hope it goes well.

Silver Crusade

1 person marked this as a favorite.

I'm set to run this one as well at GenCon...twice out of my eight slots if I remember right. Plus I'm running it a couple times for the local PFS chapter. I look forward to the wickedness... the surprise after they accomplish the trial is just plain funny...and evil :)

Silver Crusade

Just got it! Wondering though:

What is Gulros' alignment?

Contributor

1 person marked this as a favorite.

Hey, I'm sorry I didn't think to give him an AL. I'd say CN.

Contributor

Squirrel King wrote:
I'm set to run this one as well at GenCon...twice out of my eight slots if I remember right. Plus I'm running it a couple times for the local PFS chapter. I look forward to the wickedness... the surprise after they accomplish the trial is just plain funny...and evil :)

Funny and evil--yeah, that describes my general adventure-writing tendencies. Check out Kobold Press' Beyond the Ghostlight Reef for another example of that.

Contributor

Gary A Green wrote:
My wife just got asked to GM a few slots this year, two of them is this Scenario. She is so excited.

When will she be running them? I love to hear that there are lady GMs out there!

Silver Crusade

Christina Stiles wrote:
Hey, I'm sorry I didn't think to give him an AL. I'd say CN.

fistpump

Thanks!

Liberty's Edge

Pathfinder Rulebook Subscriber
the price of friendship wrote:

if the guards succeed at a DC 25 Intimidate check, they laugh and escort the PCs to Ploog with a successful DC 25 Intimidate check. Half-orcs receive a +2 circumstance bonus on these skill checks.

Ok, what?

Liberty's Edge

I have a question regarding the abilities of the BBEG in the last encounter...

spoiler:
He's an ettin, and ettins come with Superior Two-Weapon Fighting. There doesn't seem to be any consensus regarding just how many attacks ettins are capable of in a round, taking the full-attack action. Here's a breakdown of the options for the 5-6 tier:

Option A: 2 mwk flails, +16/+16/+11
Option B: 2 mwk flails, +16/+16/+11/+11

I read that superior two-weapon fighting allows the ettin to essentially make a full-attack with each arm, thereby favoring option B. However, I would rather not get into an argument with my table tonight...

To top things off, the BBEG has both CLeave and Great Cleave. Cleave is a standard action...but if the ettin can make a full-attack with each arm, you've got:

Option A: Cleave at +16, additional attack at +16.
Option B: Cleave at +16 with one arm, Cleave at +16 with the other arm.

I'm really leaning towards option B...players in my neck of the woods tend to lean towards optimization, and even the season 4 scenarios haven't been posing too much of a challenge, and I like giving players a challenge. However, again, I would rather avoid an argument from whiny nerds.

Suggestions?

Liberty's Edge

Does anyone know where a good close city map to represent Urglin would be? Back when I ran Curse of the Crimson Throne I found one in Dungeon Magazine that worked great, but I have forgotten the issue.

Paizo Employee Developer

GTSamurai wrote:

I have a question regarding the abilities of the BBEG in the last encounter...

** spoiler omitted **

Suggestions?

Answer about the BBEG:

Each hand gains the full suite of attacks, meaning he gets two swings at +x/+y for each hand for a final result of +x/+x/+y/+y. This is not technically a full attack action with each arm (that would mean he has more actions than a typical creature); it is that he can attack more often when he actually takes a full attack action.

His superior two-weapon fighting ability does not, however, grant him additional standard actions. As a result, he only makes a single attack when using Cleave, just as would any other creature. His reach makes Great Cleave rather potent, and it also gives him a solid option when reduced to a standard action to attack.

Contributor

Sorry you didn't enjoy the environmental bits, MisterSlanky. I thought that was one of the coolest things the developers included in the outline, and it certainly proves the dangers of the Cinderlands! I mean, why would anyone in their right mind want to be traveling out there? Taking on the task to get the bullete is really risky--and this proves it. I'm the type of GM who enjoys messing with characters, though, so this is fun stuff in my book.

Thanks for running it, though, and I appreciate the feedback, especially as this was my first time writing one of these.

Liberty's Edge

Pathfinder Rulebook Subscriber
thaX wrote:
the price of friendship wrote:

if the guards succeed at a DC 25 Intimidate check, they laugh and escort the PCs to Ploog with a successful DC 25 Intimidate check. Half-orcs receive a +2 circumstance bonus on these skill checks.

Ok, what?

To clarify, who is making the Intimidate check, the Guards or the PC's.

Obviously, it is supposed to be the PC's, but the sentence isn't sure.

Contributor

This is running at Firefly Games in Lexington, SC, on the 9-14-13. I plan to be there to see it run and to play some PFS.

Scarab Sages

The players I ran through this absolutely loved it and so did I. Great job.

Grand Lodge

I find the Roleplaying to be fantastic in this adventure.

Spoiler:
Our party bought a cage and bait and my alchemist's pseudodragon familiar got really lucky with the poison sting. we ant hauled the bulette [further paralyzed by our other alchemist's wasp poison] and had to explain to the gladiator lord why his Bulette couldn't move and had Roc wounds in it.
The excellence of the scenario depends on the GM I think. (ours was fantastic)

Contributor

Thank you for posting. Send up a review, too!

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