A Pathfinder Society Scenario designed for levels 1-11.
At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location's past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key's controls, the Pathfinder Society is prepared to extract a slice of Absalom's history and bring it into the present; however, there's no telling what might be waiting inside—or who in the present might wish to wield the same power.
Written by Crystal Frasier.
Note: The Sky Key Solution is designed for play in the Pathfinder Society Roleplaying Guild. It may be run anywhere by anyone, as long as there are 5 tables playing the scenario simultaneously and are in contact with each other. To inquire about access to this scenario, refer to the Organized Play Convention Support Policy.
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I enjoyed the scenario itself. Trying not to put out any spoilers!
The premise of the scenario was excellent! I loved the historical aspect from start to finish. No complaints there.
Possibly to many encounters? I don't know how many we participated in but I'm sure it was less than half, and I don't think we got to any of the optional encounters.
Anyway, I'm looking forward to running this at a small local Con in a few months. Hopefully I can streamline things and make it even better for my players.
This special has a huge time spanning plotline, and interesting settings. There is a ton going on here, with an epic plot varied enemies, and a storyline that holds together well. Story is great, and well worth including this in your con.
A few things for future specials however:
1) Far too many map packs and flip mats included in this one. In my mind specials should try to limit to about 3-4 sources of maps, and then find ways to use those sources to fit as many encounters as possible. This pack utilizes 4 map packs, 2 flip mats, and several custom maps, making prep more onerous.
2) This adventure tries to put about 20 encounters into a 5 hour block. Most tables will finish less than half that, which will effect both the ability to make successes and more importantly, the ability of players to delve into the plot and learn more about the rich environments. I could have seen leaving out the entire second act of this adventure and still having a rich adventure that would have fit better in the available timeslot.
3) This adventure tracks a lot, necessitating more complex hand signals than many other specials, and successes can be difficult for many tables.
Without spoiling things, this special had a lot of twists and turns that I really enjoyed. Between the awesome locations to the surprising foe of the scenario taken from the deep lore (I was wondering if they were going to be used), this was a whole lot of fun.
Yes. They are putting out 2 multi-table events for this year. One debuts at PaizoCon and one at GenCon (with the PaizoCon one being rerun at there). Both scenarios are levels 1-11.
I am very excited for this one! Can someone confirm for me that this will debut at this year's GenCon and then will be played at NEXT year's PaizoCon? I'm going to PaizoCon THIS year (in May).
Ran this as GM at Gencon 2015. There were issues with the first pdf I got for it. No map for the Serpentfolk city, no page references for enemies, a few typos and the Sign in and Chronicle sheets were for #7-02, Six Seconds to Midnight. I have a feeling this was a "rush in production" issue. The download for it was fixed by the weekend before Gencon (and all issues mentioned above fixed)...
Overall, a really fun game to run, and it seemed like the people at my table enjoyed playing it. The history of the "Ages" involved are fleshed out just enough. There are plenty of options here, for a hack and slash party or a diplomacy-based party. Especially a diplomacy based party, truth be told.
Only real problem I can find with multi-table games like this is the issue of pacing, which I imagine differ from table to table, and GM to GM. If the temple interior is open, bypass the plaza entirely, or you might not have enough time to enjoy the possibilities with an ancient hero. This is a timed game, so certain role-playing luxuries (scenery chewing) must be foregone.
If the vault opens in the final chapter, forget the rest of the anchors and get right to Arodeth.
Overall, great game, and lot of potential for future games like it involving the Sky Key's chronal powers. I enjoyed it even more than Siege of Serpents.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
I'm trying to understand the numbering scheme of these special scenarios, but I'm confused. #5-99 was listed as "kicking off season 6", and it seems #6-99 does the same for season 7. while #6-00 looks more like it belong to season 5, and #7-00 to season 6 ("sky key"). Am I the only one who can't make sense of that? what gives?
Ran this as GM at Gencon 2015. There were issues with the first pdf I got for it. No map for the Serpentfolk city, no page references for enemies, a few typos and the Sign in and Chronicle sheets were for #7-02, Six Seconds to Midnight. I have a feeling this was a "rush in production" issue. The download for it was fixed by the weekend before Gencon (and all issues mentioned above fixed)...
You should've got a message when you originally got 7-00 in your downloads that the version you were getting was specifically not a cleaned up version because Paizo wanted us to have the scenario early so we could better prepare it for GenCon. It wasn't supposed to be perfect. This was intentional.
@GamesManipulator: The multi-table specials from the past year are only available to conventions. Once one year has passed, they will become available for purchase and there will be a new special that is con-exclusive.
I'm trying to understand the numbering scheme of these special scenarios, but I'm confused. #5-99 was listed as "kicking off season 6", and it seems #6-99 does the same for season 7. while #6-00 looks more like it belong to season 5, and #7-00 to season 6 ("sky key"). Am I the only one who can't make sense of that? what gives?
Sort of the same question, does this follow the events of Siege of Serpents, or happen before?
7-00 happens about a week or so after 6-99. 6-99 starts up a storyline for season 7, whereas 7-00 closes out a storyline for season 6 (while perhaps opening up a new one for season 7? we don't know yet)
I have a question on something mentioned in this adventure, but doesn't seem to appear within it or any other module I know of, and I'd really appreciate some insight if there is any.
Spoiler:
The second paragraph in the introduction mentions that "hundreds" of Jormurdun dwarves survived the Sky Citadel's fall in a bubble outside of time. These dwarves don't make an appearance in 7-00, and they also don't seem to be in any of the Sky Key/Jormurdun scenarios I can find.
Was this a mistake? Was this plot thread just never used?
Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
woo boy.
Ran this in 2E at level 10 for my guys as a set up for STOLEN FATE.
It's a lot of fun... a bit of a mess, but that's all good. It's a fun mess and the guys had a good time. They were NOT expecting the setting or the enemies.
My biggest question is... how was this run at a convention in 5 hours???
We spent like... 10-11 hours running this on Foundry. And I cut out most of Part 3.
Did anyone run this in person? How was it? What had to get cut out? Did anyone finish it in the timeframe?