A Pathfinder Society Scenario designed for levels 1–5.
The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize?
Content in “Race to Seeker’s Folly” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Matt Duval, RPG Superstar 2013 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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I will try not to be completely biased here; as I was lucky enough to run through this yesterday with the good sir Matt Duval at the table (he's part of the regular group where I play). He was quite tight-lipped, and let the three of us struggle through on our own.
In all, I think this was a pretty balanced scenario: there are some good combat moments, as well as good opportunities for puzzle solving and a fair amount of role playing. Some of the combat seemed a bit easy, though as luck would have it, the combat leaned heavily in the favor of our ridiculously unbalanced party.
Spoiler:
we had a cleric of Saranrae and a life oracle in the party, and many of the baddies were undead. I could've played my ranger, but my oracle is in the Osirian faction, so, yeah.
I would definitely recommend this one, we all had fun with it--In spite of the 24 pre-teens in the same room having a little Magic tournament (the noise was awful!). I will absolutely be running this with my home group, once we can find the time to get together. Thanks Matt!
Holy frak.... Ties into my favourite scenario set.
Ok, I'm going to definately have to make a 'greatest hits' list when Pt 3 comes out justso if/when we get another batch of newbies, I can make them hate appropriately.
Edit: And more pathfinder lore... If Pt 3 lives up to Pts 1 and 2, this is going to be an awesome trillogy.
Yes, I admit this one has some higher printing costs.
As a time-saving tip, remember that you can just line through many of the right-hand boxes, including the GM initials portion, to save time on filling out gold earned, XP, et cetera, for which the values should all be 0. Since these Chronicle sheets travel in packs, I would say the only essential parts that need filling out on pages 2 and 3 are Date, GM Signature, and GM Number; the rest should show up on the first page.
This was an amazing privilege to get to work on. Mind blown when I got to see the scope of it. Love the map and art. I hope everyone has fun running through it!
This was an amazing privilege to get to work on. Mind blown when I got to see the scope of it. Love the map and art. I hope everyone has fun running through it!
Best of luck, Pathfinders! :-)
Hi Matt:
A question:
In area A, why did you add the Dust Digger to the upper tier (as opposed to giving the gnolls fighter levels or similar)? I don't dislike the choice, but it really alters the nature of the account in a fundamental way. Just curious as to your thought process...
I very much wanted to do an encounter with gnolls, as they aren't seen often and there's a gnoll cult to Lamashtu right in the vicinity. It seemed like a good fit.
I was browsing through the Bestiaries looking at Desert terrain monsters, and remembered the Dust Digger. I wanted the encounter in area A to be an ambush, and the Dust Digger matches that well. However gnolls plus dust digger was too much for the lower subtier, and the gnolls were the primary encounter enemies in my mind, so the dust digger was cut from the lower tier.
I think the variety leads to a more surprising encounter at the higher tier and having spent all their time futilely working on the dust digger explains why the gnolls don't have more traps and other preparations setup at the oasis on the lower subtier.
What map products go with this scenario? If answering means spoiling, please ignore this question. I wanted to buy the map and let the GM use it, to save him some dough.
What map products go with this scenario? If answering means spoiling, please ignore this question. I wanted to buy the map and let the GM use it, to save him some dough.
No surprise, really. It's Flip-Mat:Desert and a custom map.
The evil GM in me sat down and told the party "Now, running away is always an option, in fact I have sheets already filled out with zero XP, zero prestige and zero gold."
Spoiler:
Of course I meant those sheets, but it still made everyone worry.
So a question regarding the sheets and the next adventure. Is the reason for the jump in tiers because of said sheets? Or do PCs still need to be 3rd level PCs to finish the arc? I'm hoping for the former, but I kinda get the latter.
My Thought Process:
Because of the up in power level, a 1st-level PC should be doing okay against stuff challenging to a 3rd-level PC. However, a PC who didn't do part 2 is going to be missing that power bump, and will need to be at least 3rd to have a shot at defeating the baddies.
So a question regarding the sheets and the next adventure. Is the reason for the jump in tiers because of said sheets? Or do PCs still need to be 3rd level PCs to finish the arc? I'm hoping for the former, but I kinda get the latter.
** spoiler omitted **
What say you, Supreme High Command?
In Response:
It's actually Tier 3-7, not including any effective level change from the sheets. The challenges in Part 3 are designed to challenge, for example, a 3rd-level PC with those sheets.
Those who do not have the Chronicle sheets from Part 2 will receive a fairly simple template (likely as a handout) that they can apply quickly at the start of the game to gain roughly equivalent power, but I imagine the options will be more strightforward than those on the Chroncicle sheets for the sake of simplicity.
Good to know. I had a lot of new players come in for part 1, so I don't think I have anyone actually 3rd in time for part 3. I'll probably push it back in the local game's queue.
Was the water elemental supposed to be able to speak something other then Aquan? By default elementals don't get common as a language, so I was at a loss for that encounter.