A Pathfinder Society Scenario designed for levels 1–5.
For months Taldor faction leader Lady Gloriana Morilla has mustered a small army to aid the Mendevian Crusade; however, without a powerful, unifying icon to rally around, progress is slow. When her agents learned of a dormant relic that might be awakened, she petitioned the Pathfinder Society for its aid in recovering this so-called Horn of Aroden, knowing that the Society would benefit from her army’s hastened arrival. The PCs travel to Brevoy, a fragmented land of dueling, cold, and conquest to secure this horn, though in doing so they join an ongoing plot of politics and intrigue.
Content in “The Horn of Aroden” also contributes directly to the ongoing storyline of the Taldor faction.
Written by Nicholas Herold.
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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Rating this one as highly as possible in light of a few factors. The scenario, while straightforward in its progression, doesn't feel like as much of a railroad as other scenarios have. Combat actually proved to be a challenge as opposed to other scenarios that consist mainly of low-level mobs and one hard-hitting barbarian or sorcerer toward the end. Characters are really engaging and versatile. Does the villain fit a stereotype or do they come off as a likeable figure? Is the mother worried for her child's safety or exasperated with their behavior? Does the escort target have any redeeming qualities? Our experience left my players in a fine mood. They were annoyed as all get-out by them, laughed at their misfortunes, and actually felt their heartstrings tugged when
Spoiler:
Lander insisted that the healer stabilize one of the axe beaks and our ranger move their nest further away from the bridge to keep travelers safe.
Overall, this one is light but really vibrant and with some great art to boot.
PROS:
-There's plenty of fun roleplay with Lander. He is a hilarious character and the players had a great time trying to convince him to go home.
CONS:
-The combat. I TPK'd the party (but fudged numbers to let them "win"). level 1 players, particularly new players, cannot deal with a 21HP, 20AC, DR5/Silver werewolf that has two TWO attacks a round(weapon+bite) with Power Attack. AND he had 3 allies helping him. By the time the PC's get a chance to figure out that they will be fighting a werewolf, they are already days out of town and don't have a chance to go back and buy silver weapons. Clearly someone did not playtest the combat they wrote.
- Then on the other range of the spectrum, the combats that Lander forces the party into if they fail their diplomacy checks are so stupidly easy that there is no point in actually running them. Carbuncles? Pixies? Kobolds? Nothing more than a waste of time having to set up pointless combats. I hand-waived them and just described to the players what happened as they fought.
If you like scenarios where role playing is more important then this is probably for you. There are plenty of RP opportunities and the encounters are suitably easy which makes a nice change.
The only grumble is the final "optional" encounter. Whoever thought that was fair needs a telling off. It didn't spoil the scenario but when the GM explained it after the game I was a bit PO at it and I think anyone would be.
I was the player Monkhoud's talking about. I also was apprehensive after reading the reviews, but Monkhound ran it well and there was lots of laughter around the table.
I think it's not the most brilliant adventure ever, but it's got some redeeming qualities. It's definitely one of the No-Murder-Hobo adventures, of which season 5 seems to have a lot. As long as you keep that in mind, the adventure is fairly easy.
The fights are interesting because you're not trying to triumph as quickly and brutally as possible. That can be quite a challenge if you have Pregen Amiri in the party.
There's one thing with the skill checks that I thought was a bit confusing;
Spoiler:
You make a lot of Diplomacy checks to get on the good side of the main NPC of the scenario. Letting him have a good time helps these checks. However, your mission is actually to get him to decide that adventuring isn't for him.
We decided to do this by openly praising him and encouraging him, but whenever he wasn't looking, we'd make him really uncomfortable. Making sure he was up in the middle of the night because he's being attacked by a "hellhound" (summoned fiendish dog). Rubbing poison ivy into his socks, that sort of thing.
In the end, he'd had an adventure so he could come home with head held high, but also decided that he didn't really enjoy adventuring all that much.
And seriously, this guy was a total klutz. We basically had to hold nearly harmless enemies immobile before he managed to hit them.
All in all it was a funny adventure with lots of PC antics, laughter at the NPC's expense, and trying not to ruin everything by making fun of him in his face.
I was instantly intrigued. Reminds me greatly of the Horn of Valere from The Wheel of Time, which is doubtless based on something else. Gotta keep the right PC in tier...
Not released yet. Though there's not much time left in April, so hopefully it will be soon!
They always go "Unavailable" on release day. It's a quirk of the system. There isn't text in the system for "Releases later today," so it goes from "Available tomorrow" to "Unavailable" to "Purchase this item."
With rare exceptions, Pathfinder Society Scenarios go live on the last Wednesday of the month, usually in the latter half of the work day. Both scenarios appear to be on track, and I anticipate you'll be seeing them available for download at the usual time.
This one in particular is looking to be especially fun.
Can anybody tell me whether this holds information on Brevoy's conspiring and quarreling houses for fleshing out a KM campaign (not much of a PFS player)?
Thanks.
Can anybody tell me whether this holds information on Brevoy's conspiring and quarreling houses for fleshing out a KM campaign (not much of a PFS player)?
Thanks.
Ruyan.
It's an adventure first and foremost. While the PCs will interact with members of a noble house, it's not a regional gazetteer with information about political elements beyond the scope of the adventure itself.
Man that review is pretty harsh. I just finished reading the scenario and I think it looks fun. Sure it may have fantasy cliches, but hey, where would we be without them? Well, I for one don't mind them and look forward to running this scenario.
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I have seen the boon. It doesn't say if for Taldor only. Am I right?
No.
** spoiler omitted **
I actually think that they do.
The Horn of Aroden pg 18-19:
So long as Lander is returned to Silverhall alive and
well, Dame Sarrona gives the PCs the Horn of Aroden.
Having such a prize is a great boon to Lady Morilla’s
Army of Exploration and attracts to its banner an array of
Taldan and Rostlander patriots as well as many faithful followers of Iomedae. Pathfinder scholars and Morilla’s
own agents quickly set to work studying the horn and
attempting to restore its magic. If successful, they will
have recovered a powerful weapon against the armies
of the Worldwound. Each PC earns the Horn of Aroden
boon on his or her Chronicle sheet.