A Pathfinder Society Scenario designed for levels 3–7.
Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.
Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Pedro Coelho, 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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Story-wise, this is the epic conclusion to the series and a very interesting part of the metaplot. It works up to a long and engaging debate between Amenopheus and the Diamond Sage, where the PCs have the final call to make one of the most impactful decisions of their adventuring career. GMs should be sure to focus on what happens with the Emerald Sage; while this is mostly off-camera it is nevertheless very important to the ongoing plot.
Unfortunately, the mechanics for this scenario don't work very well. The inclusion of the mythic rules is questionable and makes combat longer and more complicated for no benefit. While the first two combats are tactically engaging, neither has anything to do with the rest of the scenario; this is followed by a pointless and poorly written chase scene, and a puzzle combat that's basically random trial and error. Finally, a missed opportunity is to have Amenopheus say he will accompany the PCs, only for him to (predictably) go the other way before the first encounter, and teleport in after the last.
Regardless of the poor mechanics, don't miss your chance to decide the Destiny of the Sands!
Played in high tier.
I can't say the enemies are weak, but with mystic abilities, my hunter just smash every combat except the final one (cause hard to break thier DR). And I've heard the other two teams go through all encounters as well (my teammates are underpowerd paladin, witch, and pregen cleric).
I love the final social plot between the two sages, but it just drag too long in the chasing part... I don't think it can be fit in 6 hours... most encounters are too weak, and the puzzle in chamber, well I don't know how to make comments... who can think out without GM's hint? (need high knowlege:history as well)
The idea of getting to play a beefed up character of mythic proportion just to finish of a storyline is a unique approach in itself. It gives the players a great sense of accomplishment after the previous two parts and is also more than enough to leave players wanting for more. Luckily this scenario is perfect to fill that void. Fierce opponents, environmental hazards, a chase scene, some role-playing opportunities and a puzzle: this scenario has it all.
In order to make the most out of it, you will need a well-balanced party. My party was far from optimal, but we managed to succeed either way. There were times we struggled, but there were also occasions where we had Lady Luck on our side – hello diplomacy roll of 36 without any aid. More importantly though, we had a lot of fun from the start until the finish.
If I were to point something out that bothered me a little, I would have to mention the puzzle. In my opinion it’s a nice puzzle, but just too complex and complicated. Without some good rolls or help from the GM, you will find yourself utterly confused as to what to do, while at the same time also having to deal with another problem; a problem you can’t really ignore.
Overall I have to say this was a great scenario and a nice conclusion to a great multi-part story-arc.
Maybe it was built up quite a lot after part 2, putting this scenario at a disadvantage - I dunno. As a rule of thumb, I'd say if you're playing this and ever feel like you're on the cusp of whether to save those mythic points or use them, go ahead and use them.
We played up and ended up saving too many. I was playing my level 4 paladin in high tier, and our classes and levels were very varied across the group (3 to 7, 3 melee fighters, 3 casters). I was really quite terrified to be playing a mythic scenario out-of-tier, and while it wasn't a total cakewalk (there are genuinely scary bits), I really had nothing to worry about.
On its own, it'd be a fine scenario. But this is the final chapter in something that is meant to feel epic. And it doesn't - especially now that we're past season 5.
Confused as to which chronicles to give players - there's two Mythic sheets.
Can't see anything in the blurb to give 2nd sheet. Are they ALL part of the same chronicle, spread over two sheets or what?
Need help please, running this at Dragonmeet on Saturday. (Leaving home 3.30 am UK)
Thanks
Paul H
In response:
There's a two-part mythic Chronicle sheet is tied to Part 2, and these provide players the information to apply mythic tiers (if they have access to Mythic Adventures) or apply very similar changes based on a shorter list of options if they don't have that book.
Part 3 includes Player Handout #2, which is printed twice on the same page so that you can print out multiple copies more easily. This handout provides an abridged "Hey, you're a mythic PC now" template that players can apply even more quickly in case they didn't play Part 2 and receive the aforementioned Chronicle sheets.
That leaves us with three ways players might play the scenario:
Played #5–15, received the mythic Chronicle sheets, and used Mythic Adventures
Played #5–15, received the mythic Chronicle sheets, and don't have Mythic Adventures
Did not play #5–15 and receives Player Handout #2 as a way to still be mythic without spending a lot of time at the table to "level up."
If you are only running Part 3, you don't need to do any extra printing except making sure you have 6 copies of Player Handout #2; the other two options are the players' responsibility.
played this at a recent convention. very underwhelmed at the opposition. was expecting several chellenging battles. instead got a resource depleting fight that we didn't really need mythic for and a later chase scene.
I friggin hate chase scenes. putting one in what was supposed to (in my mind) be an awesome mythic scenario cemeted my disappointment in this game.
I have completed parts 1 & 2, and I have just 1 question as I prepare to play in part 3.
Part 3 spoiler:
Do we get the 2 extra feats for having 3 mythic tiers? In Hero Lab, the mythic feats all say "this selection is not available to Pathfinder Society characters," except for Dual Path. Even the option for Bonus Non-Mythic Feat is flagged with that text.