A Pathfinder Society Scenario designed for levels 7-11.
When the Jeweled Sages, an ancient order of Osirian scholars, fled Qadiran invaders millennia ago, some perished, and others disappeared deep into territories once held by the pharaohs of old. With the help of the Jeweled Sages' long-abandoned tools, the eminent Tahonikepsu has discovered one of the sages' last known whereabouts in the wilds of Nex. What secrets lie within these inhospitable ruins that date back to the Age of Darkness, and what fate did the so-called Amethyst Sage meet within?
Content in "Ancients' Anguish" also contributes directly to the ongoing storyline of the Scarab Sages faction.
Written by Mikko Kallio.
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As part of my preparation for the final Scarab Sages scenario (Salvation of the Sages), I finally got round to playing this scenario. It more less picks up where Beacon Below ended and I can only see it as a somewhat unofficial part 2 as you really don’t want to play these scenarios out of order. Indeed, some of the NPCs reappear and it’s nice to see how choices you’ve once made influence newer scenarios.
This scenario, as was the case with Beacon Below, is primarily an investigation with some combats and role-play on the side. While there are some options for good role-play, I feel like they aren’t as fleshed out as could be. Honestly, I think that’s a good thing as the scenario might run too long otherwise.
I rather enjoyed the investigation. The level of detail really brought the place alive in a relatively subtle way. The library and the chase scene were fun and really promoted teamwork as well, and that’s something I occasionally miss in other scenarios. They’re also a great test because the combats can be rather mean and tough to deal with. While we were by no means weak or not optimized, we did struggle a few times simply due to the sheer number of enemies. It made victory all the sweeter though.
I also consider this a very important scenario story wise for the faction of the Scarab Sages. It is not often you find such a “valuable source of information”, although it really made my follower of Pharasma struggle with her own ideals. I can only assume that the decision of what to do with this source of information will return later on and I’m honestly really looking forward to it.
Anguish is yet another research, investigation, and combat based scenario in season 7.
The research section of Anguish was much improved from previous scenarios. A story was told as we progressed. The design (numerically) had us on the edge of our seats and we barely made it. Having handouts provided by scenario made this section understandable and run at a good pace.
The first encounter was also well designed and cinematic, without taking too much time.
The big boss fight was somewhat underwhelming and was easily defeated using tier 1-5 tactics, which is just not good enough for subtier 10-11.
There was also a moral decision at the end which was interesting. The unfortunate part is that it adds to the word count without adding anything to the scenario.
”Detailed Rating”:
Length: Medium. 4 hours but could run faster. We started 30+ minutes late and the GM took the time to hand draw the map.
Experience: Player at subtier 10-11 with 6 powerful characters.
Sweet Spot: TBD.
Entertainment: Both the storm and research encounters had improved mechanics and story. (8/10)
Story: The story was perhaps the best part of this scenario. (9/10)
Roleplay: A little at the start and end. (3/10)
Combat/Challenges: Everything was great except the BBG. (8/10)
Maps: Good if you’re a GM that draws on-the-fly. As a player, not that interesting. (7/10)
Boons: Incredible boons, especially for the Scarab Sages. (10/10)
Uniqueness: A little too much research in season 7. (5/10)
GM Preparation: TBD.
Overall: The story was good but somewhat forgettable. Having said that there's been too many research scenarios (and skill challenges in general) in season 7 for me. (8/10)
This scenario follows the ongoing story of the Scarab Sage faction. It's thoroughly enjoyable, and I highly recommend that anyone (but particular Scarab Sages) give it a shot.
Combat-wise, it's challenging without being ridiculous. When I played, we had a dedicated striker in the party who was able to absolutely ream many of our opponents. Despite this, I and several others nearly died in a particular encounter due to the difficulty of the creature we were fighting. It was exciting, but at no point did I feel that our opponents were overpowered.
Story-wise, it's an excellent discovery-style adventure. There is not a lot of negotiation (though where it does happen, it works very well, with tried-and-true mechanics). However, there is a *lot* of story, background, and setting to discover. In some cases this involves simple rolls. In others, it involves more complex mechanics that, quite frankly, are extremely well thought-out. Unlike previous versions of this particular "kind" of skill roll, the one here both (a) makes sense, and (b) doesn't unnecessarily prolong the adventure.
The story culminates in a choice that actually feels like a choice. Unlike other scenarios where choices are made, the choice here presents an honest-to-god moral dilemma for the players, particularly if you have a wide variety of alignments.
Suffice it to say, this adventure is an excellent one. It's absolutely worth playing, and was probably the most enjoyable adventure I've played in a few months!
Played this at the high tier. Party was a sorcerer, a witch, a barbarian and a Hunter.
The scenario premise is quite cool but I found it lacking. Not enough to dislike it but it won't be in my favourites.
Here are my thoughts:
* There are roleplay opportunities but they are few and nothing special.
* The scenario is combat light and I felt that it needed some more action.
* There is a puzzle element to this scenario but quite frankly it felt forced and probably not necessary. I'd much rather these sort of mechanics were left out and kept to a minimum.
The scenario could have been a nice dungeon crawl but there isn't enough to it for my tastes.