Pathfinder Society Scenario #7–11: Ancients' Anguish (PFRPG) PDF

4.80/5 (based on 13 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

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.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPSS0711E


See Also:

6 to 10 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

4.80/5 (based on 13 ratings)

Sign in to create or edit a product review.

Fantastic Adventure

5/5

This adventure really was the perfect mix of everything you want in an adventure. A great mix of skills, role-play, story, group decisions, and combat all wrapped into one scenario, as well as all of those elements being high-quality.

***Spoilers below***

Skills:
The first skill challenge was the chase. I'm a huge fan of chases, and this one had real consequences for failure. I feel the DCs were just about right for the party. Having GMed this twice, I had one party fail once and another not fail at all, but oftentimes it was by the skin of their teeth.

The second skill challenge, I have to say Thank you author/developers for giving the players all the rules on that handout. I feel I need to say it again, so: Thank you author/developers for giving the players all the rules on that handout. It made things go a lot more smoothly, and both of my parties had a great time. One party got finished with a couple minutes left and ended up facing an epic battle with all the wall crumbling around them (Did I mention it was epic? Because it was really epic...had a fantastic "Oh crap, we're out of time" feel to it). The other got done handily with plenty of time to spare. Great ruleset too I have to admit. Both parties I had enjoyed it greatly.

Story:
Excellent. The encounter with the scorpions was fun, and the decision to be made at the end was excellent. Both parties opted to save him, btw, even though one had much turmoil about it.

Combat:
Fantastic. It is excellent to see that there are environmental effects coming into play as well as not just having one BBEG each fight that fails one save and gets shut down before it can even act. It's also good to have a variety of monsters instead of similar monsters throughout. And all of the monsters made perfect sense in the context of the scenario (Props for the contingency for the object, btw). Challenging and fun, it was a great time for everyone.


Mikko, you did it again!

5/5

 Played this at 4-player high tier with Living Monolith 9, Cleric 11, Witch/Druid 8, Summoner 9, Paladin 9.

Premise, 5: The premise sets you of on the trail of the Amethyst Sage. Our GM advertised this as Destiny of the Sands part 5. Our expectations were high, and the scenario delivered.

Combat,  4: I was surprised to see how well equipped my Living Monolith was for all the combats. Tough fights in the Iris Room, including interesting opponents you don't see every day as well as unexpected twists on at least one more familiar one.

Background/RP, 5: When people think of Osirion, the thing that pops to mind is pyramids. This scenario manages to capture an aspect relayed to that in a way that shows how creepy and advanced the ancient Osirians have also been. Loved that aspect.

Mechanics, 4: Interesting puzzle that gradually reveals what you're dealing with, with quite serious consequences for failure. Very interesting and unexpected mix of martial, knowledge and other skills.
And the first (very well-balanced) "encounter" was very well implemented, again with potentially severe consequences for failure (I'll take my GM's word for it).

Skills,  5: I believe nearly all skills were used, and believe it or not, bringing an Osirion focused character is relevant.

General, 5: I was very impressed last season by Scions of the Sky Key part 3, and I was looking forward to this one when I saw who wrote it. I was seriously not disappointed. I can absolutely recommend this adventure for the way it depicts the power Osirion achieved in times before the Kelleshite invasion. The combats are interesting, using opponents (or twists) you don't see every day. Looking forward to your next scenario!


Highly Recommend

5/5

I have run this three times now and highly recommend it for anyone, but especially Scarab Sage members.

It has a bit of everything in it. There are social challenges for face characters, exploration stuff hitting a range of different skills and a good mix of potentially challenging combat.

Each run has been high tier with 5 PC's. So far 1 actual death and numerous close calls.

Also comes with an interesting moral choice at the end which has a real and substantial impact on how the final part of the module plays out.

I have given this 5 stars but would have given it 4.5 due to one issue.

Spoiler:
The incredibly high risk of tpk'ing any group if the group provoke the encounter in the Iris room.


Old partial temple and old foes...

5/5

A moderate challenge with some outdoorsy skills, some sleuthing and knowledge checks, and some combat. A hard moral challenge which could lead to extra combat in a home game. Some Occult Adventure material.

In play (with a optimized party of 5{yes, 5; 2 O Faction} at Lvl 10-11) it came to a 30min discussion in the last section. Full gold & 2 PA.

Given the setting the temple area could have been larger or more complicated than 4-5 rooms. However, then it would run longer.

GM eyes only!:

Engagement: Moderate to High. Some cooperation and bluffing is required throughout the scenario. The last hard moral decision may take 30+min.

Plot Development: Clear travel/location based A-B-C plotline; A)Get there, B)Explore, C)Fight... Part B could have been fleshed out some more. Never a good thing leaving artifact like items laying about in a home game or as a backdrop. Combat NPC should have had more time to prepare (given that she is active behind the scenes in part A and her statue animates in part B) and should have left a guardian or at least an alarm.

Roleplaying: Moderate. Cooperation in part A and B, big discussion in part C. So really 2 sets of NPCs; A) make some skill checks, B) one is a talker and the other a combat.

Challenge: Moderate. PC choices play a critical role. In a total crawl you'd kill off all the NPCs and hit maximum difficulty.

Complexity: Moderate. GMs need to know how to run arcane and psychic casters.

Chronicle: Good but mainly focused on arcane casters/knowledge skills(if you can take 5min probably never fail another knowledge check), a bevy of wands. Other items always available in absalom.


Balanced

5/5

I ran this scenario for four players on tier 10-11. They managed to make it through without any significant trouble mostly because of balanced party composition. I have also played this on the lower tier with six players. We had a bit more trouble, but managed to squeeze through.

The scenario offers plenty of opportunities for many types of characters. There is a social encounter, two skill encounters and a couple of relatively challenging battles.

The map is unique, but easy to draw and comprehend. Also the fact that there is only one map makes this scenario easily playable with only a basic flipmat.

I also like the fact that things like the height of rooms and climb DCs have been told in the scenario. And what happens if the PCs decide to run and rest before facing the boss.

A slight minus for some editing mistakes, but the scenario writer has provided answers on these forums in the scenario thread, so check there if running.


6 to 10 of 13 << first < prev | 1 | 2 | 3 | next > last >>
Community & Digital Content Director

Announced for November!

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Huh, interesting to get 3 more scenarios by 2014's top 4 in the same order. Cool!

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Definitely looking forward to continuing the Scarab Sage plotline!

Scarab Sages

5 people marked this as a favorite.
Pathfinder Starfinder Society Subscriber

Scenario #7-11 is a Tier 7-11!

Paizo Employee Developer

7 people marked this as a favorite.
RocMeAsmodeus wrote:
Scenario #7-11 is a Tier 7-11!

*Head explodes from the meta-ness*

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Card Game, Starfinder Adventure Path Subscriber
RocMeAsmodeus wrote:
Scenario #7-11 is a Tier 7-11!

'

You have no clue how happy this makes me.

Shadow Lodge

Rock that Codex, rock it!

Just mused yesterday when we might see Girtablilu.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Looking at that cover, I'm so glad my Scarab Sage Alchemist has wings.

Shadow Lodge

So you'd think but that's an archer as well.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I'm pretty sure it doesn't shoot claws and stingers.

Paizo Employee Developer

1 person marked this as a favorite.
TriOmegaZero wrote:
I'm pretty sure it doesn't shoot claws and stingers.

Hey Linda, we need one with girtablilu that fire stingers! Public demands it!


John Compton wrote:
TriOmegaZero wrote:
I'm pretty sure it doesn't shoot claws and stingers.
Hey Linda, we need one with girtablilu that fire stingers! Public demands it!

You only need a Amulet of Mighty Fists with the Sharding property from the Weapon Master´s Handbook to have that, now.


Can you smell what the rock is cooking..with his fire shooting tail of awesome

Scarab Sages

This, all of this... I've loved the manscorpion form ever since DragonStrike when I was first introduced to it.


Just played this last night. It was a lot of fun. Pro tip:

Spoiler:
Don't break the relic/thing that powers the rebirth machine. Just don't. We got real lucky.


Juicetice wrote:

Just played this last night. It was a lot of fun. Pro tip: ** spoiler omitted **

Bwhahahahahahahahahahahahahahahahahahahahahahahahahahahahaha

*deep breath*

Paizo Employee Developer

andreww wrote:
Juicetice wrote:

Just played this last night. It was a lot of fun. Pro tip: ** spoiler omitted **

Bwhahahahahahahahahahahahahahahahahahahahahahahahahahahahaha

*deep breath*

I am glad to hear that someone made that additional text worthwhile!


Pathfinder Adventure Path, Lost Omens Subscriber
Juicetice wrote:
Pro tip: ** spoiler omitted **

Proof positive that the solution to everything is not automatically "SMASH!" :-)

Community / Forums / Paizo / Product Discussion / Pathfinder Society Scenario #7–11: Ancients' Anguish (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.