A Pathfinder Society Scenario designed for levels 1–5.
A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!
Written by Mike Kimmel, RPG Superstar 2014 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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This one is possibly the best of the three scenarios in Scions of the Sky Key, though that depends on how well the third one is run. All of the encounters are unique and flavorful, with interesting challenges for the players. Maybe it's because it's such a great scenario that the single boon on the chronicle sheet is something you'll probably never use. There's talk of a paired boon in a future scenario, but I'm kinda doubtful it will ever appear. If you want to run a memorable scenario, this is an easy pick.
The scenario has about the normal number of encounters. However, one can be seen as a puzzle to avoid the combat.
And then there's the Chase. This adventure has the distinction of being the first chase that not only went off as intended but actually had the players cheering all the way because it was so well-executed. This is due to a radical change to the chase rules since the early days of chases in season 3 or so. This one has fully functional rules.
I should also add that the GM ran it excellently (Monkhound); a good chase requires 3 things I believe:
- Rules that help instead of hinder
- Good execution by the GM (keeping up the tempo)
- Buy-in from the players
We had all of them and this adventure is a good reason to start believing in Chases as a force for fun again.
But, because a well-run chase runs fast, that also means the scenario actually went a bit too fast for my taste. We had the normal number of encounters, including one tricky fight, but it felt like something was missing.
Played this with a party of 4 at low tier, continuing on from part 1.
I think this is a huge improvement over the first part of this story line. The encounters are much better and and they were just right for the low level party. Not overly keen on the chase mechanic but we had a good GM who expanded on it so that it felt flavorful.
I can think of at least four other scenarios that present "the players shouldn't actually fight this" creatures, and I've heard that some PCs do try—and on rare occasions succeed. I would discourage direct combat, but ultimately, the players get to decide.
John, I think you need to hire me on as your QA/QC for you after you get done reviewing the maps...First it's The Silvermount Collection missing the stairs at GENCON, now this...tsk tsk. Nothing major, just the map for A3 is incorrectly labeled as A2. Cheers!
The hunter has 2 animal foci, and I only see one being used. What does the cat have? This is important because the cat will possibly/likely die before the PCs even get to the hunter, and thus the hunter would get her animal foci