Pathfinder Society Scenario #7–12: The Twisted Circle (PFRPG) PDF

2.80/5 (based on 31 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

A magical war between the archmages Geb and Nex left the landscape between their nations scarred and wracked by magical anomalies—a barren stretch known as the Mana Wastes. During the conflict, their generals also created countless weapons and defenses that pushed the limits of magic, yet most of these were destroyed in battle or lost forever. Recent investigations suggest that some of this ancient power is at play in an insular town outside Alkenstar, but there the trail runs cold. Can the PCs uncover the truth while braving the residents' eccentricities?

Written by Jon Cazares.

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2.80/5 (based on 31 ratings)

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Amazing Story!


As a Player, going through this:
The story line for this was really good, and was a nice look into the Mana Wastes.
It also brings in a creature who's existence many would usually just associate with evil, into a story where it's actually a good character. It was a little confusing at times, and what happened to the missing agent was a bit of a curve ball, but I will definitely recommend this to other players.
There is also a lot of opening for Roleplaying in this scenario, which many people forget about when playing in PFS.

Very Frustrating


I just got through playing this as part of party of 4 level 1 adventurers. We had no idea what we doing the entire session. Like other reviewers, because we didn't have the right ability, we just blundered along with no real understanding of what was happening.

I guess this scenario could be fun for the right mix of characters. However, given that you can't guarantee table mix at a public game session, the plot should not be so dependent on a single element.

An odd little jaunt into The Mana Wastes


This one was a bugaboo, I quite liked it though, although I am in agreement with the other previous posters, that the design was a little out of whack.

Although I thought it gave off a very Lovecraftian feel (my particular spin on this one), and I worked it as such, with the aloofness of the locals being notoriously hard to crack outside of certain small aspects.

That Thing is what??:
The Soulbound doll was unsettling to my players, the way it seemed to mimic the missing agent, that and Robori itself, whom they spoke to with provided items, but he only frustrated them further with little information forthcoming.

My players enjoyed the combats and we played it in high tier, they were frustrated by what they viewed as plotholes or omissions in the story, until they finished and noted where that misgiving was reached.

Hinging success on a few odd points, if you're not careful, you can easily get lost, and lose out in turn, but my guys finally got to the bottom of the mystery, and dealt with the situation with aplomb.

The story here is fine, from a GM's perspective, but it can get bewildering on the other side of the table...

Another one of those "Close, but no cigar" adventures, but still fun, in it's own way.

Everything you do is pointless.


The entire time I played, it felt as if my actions were meaningless, and that there was no way to progress the story.

I have now read the scenario, and it confirms that experience. Nothing the PCs could actually do has any impact during the investigation section. The information you could get is so incomplete that it is almost impossible to actually figure out what is happening.

I agree with the first reviewer. Everything seems designed to make it impossible for anyone to have any fun. Some plot below in spoilers:

The mission begins with a small encounter, and some vague information can be gained from what they are outside. Intrepreting this information correctly is very unlikely, and I doubt most parties will actually understand what they had found by the end of the mission. There is then a three day investigation. There is seemingly no method of gaining any important information here, as everyone in the village is frustratingly unwilling to speak on any subject of importance, penalties abound for breaking rules that are never told to you, and none of the villagers actually know much more about what is happening than you do. No matter what you do in this time, three days after you get there another encounter happens, and then the mission actually progresses. You go to a cave, fight stuff, gain no meaningful information, and leave. Nothing you do matters, no one belongs anywhere, let's watch TV.

Essentially, this scenario runs into a 'narrative choke-point', where only one very specific spell/ability can work to get the story, and very few characters will actually have it available to them. Scenario designers should always be careful to have multiple investigation methods to attain vital information. Mr. Cazares did not do this, much to any player's chagrin.

Great idea but very flawed


The entire idea behind this scenario is great. I like a lot of it. however, it suffers from a major flaw. There are many better 1-5 scenarios, and since this doesn't really add anything to an overall plot, I would just skip it.


If you don't have anyone in the party who can cast "Speak with Plants" the scenario makes NO sense. We ran two tables of it two days ago, and neither table could cast it. Both tables were lost on what was going. You also really need TWO castings of the spell to figure everything out reasonably. The better solution would have been a magic item that allows speaking with plants.

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Announced for December!

Nifty! I've wanted to know more about Alkenstar for awhile now....

Grand Lodge

The Twisted Circle scenario #7-12 was very enjoyable it captured the weirdness of the Manna waste.
The Twisted circle is very atmospheric and creepy. There are lots of chances to role play. The scenario has a moral dilemma. It is best played by a varied party to figure out the mystery. If all you want to do is hack and slash and be a murder hobo this scenario will force you to look outside the box.
This scenario was refreshing change from many of the scenarios I have played and this one I will remember.

Shadow Lodge

Sadly this product isn't meant for as a scenario. Not made for 1-5, should be for 3-7. To quote someone, "This scenario is a lackluster an investigation with unbalanced poorly planned encounters. It's too reliant on a specific skill set and class abilities and doesn't give any workarounds. I was very disappointed with the scenario at first level.. felt like we got no where.

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