Pathfinder Society Scenario #9-07: Salvation of the Sages PDF

****½ (based on 31 ratings)

Our Price: $4.99

Add to Cart
Facebook Twitter Email

A Pathfinder Society Scenario designed for levels 7-11.

For millennia an order of scholars known as the Jeweled Sages catalogued the wisdom and lore of northern Garund's greatest minds within crystalline artifacts. Though these sage jewels have recently resurfaced, so too has the new generation of sages learned that something else dwells within besides ancient memories. The entire order gathers where the Jeweled Sages truly began in order to confront their hidden past, purge an ancient evil that has haunted them for ages, and define the future of the Scarab Sages faction.

Contents in Salvation of the Sages also contribute directly to the ongoing storyline of the Scarab Sages faction.

Written by Matt Duval.

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.

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

PZOPSS0907E


See Also:



1 to 5 of 31 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Average product rating:

****½ (based on 31 ratings)

Sign in to create or edit a product review.

Amazing EPIC story, maybe too hard and long

*****

Salvation is an epic scenario with combat, puzzles, and some roleplay.

THIS is why we roleplay! For stories like this! Matt Duval, thank you!

The only fault with this scenario is that it was too long. We ran out of time (at 5 hours). The only way you don’t run out of time is if the GM and players are prepared and aren't slow. Also, for some reason the scenario asks you to look through your chronicles for XYZ (how many choices have you made for boons?) so we spent 30 minutes doing that, and these stats were never used. We could have used that time.

Disclaimer: If players aren’t going to be smart about this one you’d better bring optimized PCs. There is the very real threat of death in this scenario. My group failed.

Spoiler:

Length: Extremely long (6 hours). You need fast players and GM and can’t look through boons at the start.
Experience: Player with 7 average PCs at subtier 7-8.
Sweet Spot: Subtier 7-8. The GM told me 10-11 was suicidal.
Entertainment: Awesome and epic and made my PC a hero. (10/10)
Story: Amazing arc concluding story. (10/10)
Roleplay: Not much, but it was good. (9/10)
Combat/Challenges: Themed and balanced well, unusual puzzles, challenging, but gave you a chance. (10/10)
Maps: Good and a custom map too. (9/10)
Boons: Boons were great, like challenging scenarios like this ought to be. (10/10)
Uniqueness: Epic scenarios on this scale are rare and I can’t get enough of them. Thank you! (10/10)
GM Preparation: I have no idea but I bet the last encounter takes time to do properly.

Overall: Play this! (10/10)


So.. that's what boons are for.

*****

After months of preparation, four of us decided to tackle this scenario. Let’s say that our party was far from optimal. We had a level 9 ranger, a level 9 psychic (me), a level 10 occultist and a level 11 chained summoner without eidolon. You can imagine that playing on tier 10-11 with this setup was quite daunting. Before you ask: yes, two of us died at various stages throughout the scenario. I had to sacrifice myself during the first combat to save the ranger from being shredded to pieces, but thankfully I had a boon ready for this event. The second death, this time the ranger, I managed to undo due to a successful breath of life and caster level check. I guess that’s what boons are for.

Were those the only scary moments? Quite frankly: no. We were on the brink of death multiple times. A certain spell on the higher levels is extremely dangerous for a level 9 character and we both only barely made it. Luckily I had enough Scarab Sages boons to gain just enough of a bonus to survive the spell, while the ranger ended up using two boons to also manage to cling on to life. The other two player characters were either in a permanent state of daze or in single-digit hit points. And yet we still managed to pull through with great teamwork, summons and being great skill-monkeys.

So the combats are, evidently, really challenging, but the story is above excellent and the setting is outstanding. You really get a sense of creepiness, danger and mystery while playing this scenario. You get tossed into a dungeon that will challenge your wits, while staying true to the theme of the scenario. The NPCs present will have a major impact as well and, upon reading back the scenario, can really add to the atmosphere of the scenario as well.

It is, however, a scenario that is not easily prepared at all. There are tons of moving pieces the GM has to take into account and, without a doubt, this scenario will run long. Our GM had to downplay some of the atmospheric elements as we were running out of time even though our timeslot was a few hours longer than normal. If he hadn’t done so, the creepiness would have increased tenfold during the final combat, and the role-play with the sages would have been more immersive.

This scenario is supposed to be the epic conclusion of the storyline of entire faction, a faction some of us love to bits. It overwhelmingly exceeds at that. Yes, it’s scary and yes, you can easily bite the dust and die. Yes, some of the checks are really nasty and unforgiving and yes, this might be the most challenging scenario some of us have ever played, but it is also worth it. Upon completing this scenario, you’ll really feel like you’ve accomplished something and made an entire faction proud, as evidenced by the boon on the chronicle sheet.


Play this scenario!

*****

I recently completed this scenario in a play-by-post game led by the inimitable GM Hmm.

Play this scenario!

Yes, it is hard. Yes, it's possible to experience perma-death. Yes, in some ways it may feel "unfair" in the way it challenges and breaks with normal expectations. These are not necessarily bad things.

I've purchased and read through the scenario as well as having played it through. I can certainly see that it needs a skilled GM. We had one.

This scenario excels at building an evocative environment and telling a superb story, a fitting end to the Scarab Sages plotline. As a player, you will need to be prepared and you will need to pay close attention. But success is ever so satisfying!

This is not a scenario that I would recommend to novice players or GMs. It's easy to see how it will run longer than a standard 4 hour slot. It is ideal for the play-by-post format, and I will probably run it in pbp.

We had a party of 6, with an APL of 9.83. We were: elf oracle 11 (me), 2 x human fighter 10 (both two-hander melees), halfling druid 10 with large kitty, oread spiritualist 9, human skill-monkey 9. Three of us were scarab sages.

Rather than go blow-by-blow, I'm just going to offer some “sage advice.”

Prepare like your lives depend on it – because they do.

Do your darndest to find as much information as you can, both in the briefing and during the dungeon segment. There is risk – you can mitigate that risk though.

There are (imho) optimum strategies for dealing with the combats. If you find those strategies, this scenario becomes much easier. (Though still not easy).

This is a scenario that really rewards skilful play.

ETA: I have just completed GM'ing this in play-by-post. It took about 9 weeks, and I go at a fast pace in pbp so that really confirms this is a big scenario. Players really enjoyed it, as did I. We had a few PCs drop below zero hp, but no deaths. As I noted above, the scenario rewards skilful play; and my players did well.


Epic but exhausting

*****

I would like to state at the start that this is probably not a scenario to run at a con or other time limited event. 5 hours is probably the absolute minimum you need...probably closer to 6.

With that said, I played it at a con. The GM who ran it probably was one of the best GM's I know to run this, and I could tell the strain on him. This is a scenario I think that could use a "sub-GM"...kinda like how I think EotT 1, in one scenario really could use one. Just to track turns, effects going on and mooks.

Rankings

Story 5/5
Honestly, the backstory on this one is pretty great. It pulls information from other scenarios (I know this because as GM I have ran a couple that get referenced in this). Also, I love the whole Pharaoh of Plagues idea....and it went well with the Osirion history.

Setting 5/5
It was set in Osirion. Probably one of my top 3 locations for games to be set--as long as they do a good job with the story of what and why it is being set in the region.

Role-play-ability 4.5/5
There is a lot...more than a lot of scenarios. Some I didn't partake in (I was "guarding" in case of something for the other players), but there were areas even my skill light samurai was able to have fun role playing in.

Combat 5+/5
As I mentioned above...a GM who runs this will have to do a LOT of planning. A lot of things to track. The fights I was in were either over before they started (only because of good thinking and use of powers that were pretty epic), or were tough and a true challenge. We played down, and there were a few points I was certain we were going to lose.


The best time I've ever had at a PFS table!

*****

I was lucky enough to be one of the players at 'Asmodeus Jones's table (and almost certainly one of those who he perceived as getting frustrated at times). This is a great scenario, but requires a great (and well-prepared) GM to get the most out of it. Fortunately we had that. We were constantly bouncing from the elation of finding one of us had just the right trick up his sleeve to solve one of the many challenges thrown at us to the fear that we were about to be forced to retreat in disarray. Every time, though, there was someone in the party who came up with the insight necessary to allow us to snatch victory from the jaws of defeat. From the initial briefing to the final denouement (over 6 1/2 hours later) this was a scenario that kept us on our toes, but was prepared to reward us for paying attention to all that had gone before.

This isn't a perfect scenario to play in a limited-time slot - I'll be sure to allow two slots for it when we schedule it at conventions, and will recommend that our VAs do the same at their stores. And I must admit that I am more than a little disappointed that, despite having played many of the earlier scenarios that led up to this epic conclusion (and having won through this last chapter with flying colours), the Scarab Sages characters of my wife and I are ineligible to receive probably the nicest reward on the chronicle. But these are at most minor quibbles - to downgrade the rating to less than five stars simply because of those would be inappropriate.


1 to 5 of 31 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
1 to 50 of 60 << first < prev | 1 | 2 | next > last >>
Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

SAGE HYPE!

Grand Lodge Contributor

"The entire order gathers..." Ooooo!

Spoiler:
How many sages would that be nowadays? A, T, and probably S, but are there more?

Sovereign Court

Ooooh are we going to meet a new sage? Maybe get to run into an evil sage?


I got the strong impression that (Emerald?) was claimed quite a while ago

Spoiler:
by a rather familiar face.

I really hope my scarab sage with a flawed Sage Jewel and the Sage Candidate faction reward can get in on this. He's played most of the high-level scarab sage scenarios, too.

Grand Lodge

1 person marked this as a favorite.

Perhaps we shall finally be able to expel that reptilian beast from the homeland, and the hearts of its bravest citizens!

#Osirion4Life!

RPG Superstar 2013 Top 4

4 people marked this as a favorite.

Wrapping up writing and I'm so nervous and excited. Really coming full circle from Race to Seeker's Folly. :-)

Grand Lodge

Pathfinder Battles Case Subscriber

Which flip-mats and map packs does the scenario use?

I'll be running this at a convention in a couple of weeks.

Thanks.

Paizo Employee Organized Play Lead Developer

2 people marked this as a favorite.

Maps in Pathfinder Society Scenario #9–07: Salvation of the Sages:

There are no custom maps in this scenario.
  • Pathfinder Flip-Mat: Arcane Library
  • Pathfinder Flip-Mat: Desert Ruins
  • Pathfinder Flip-Mat Classics: Dungeon

  • I really enjoyed playing this scenario for four hours until the instant pile of b**$#~#+ at the end. What kind of encounter is that? The funny thing is that we didn’t even make it that far. We got obliterated by an effect that doesn’t even allow a save. Instantly permakilled a full health con heavy raging invulnerable rager.

    Grand Lodge

    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

    Fireboy, could you PM me the details? I'm guessing the barbarian was 7-8 playing up in 7-11?

    The Exchange

    Starfinder Charter Superscriber

    Well now that I’ve played it, I’m going to buy it and read it thoroughly before I put in a review. I’m willing to give the author the benefit of the doubt that perhaps our GM might have missed something or got something wrong at the table. I doubt this is the case, as he is usually very meticulous in his prep and very knowledgeable. Right now it looks to me like a deliberately deceptive, no win scenario, that punishes the party for following the Pathfinder tenets especially COOPERATE!


    Marc, could you PM me details, please?

    I prepped this to run it Saturday night at a convention, but didn't have enough at the table to make it run.

    Just want to make sure I didn't miss something in my preparations and/or something to avoid while refining my prep for it.

    Scarab Sages

    TriOmegaZero wrote:
    Fireboy, could you PM me the details? I'm guessing the barbarian was 7-8 playing up in 7-11?

    "Tha' w's th' mos' 'orrible 'perience 'f my Sages career! I go' better!"


    See, I can kill characters! Even if it makes me feel terrible inside, deep in my soul!

    Scarab Sages

    "TWICE! In th' same figh', e'en!"

    Shadow Lodge

    1 person marked this as a favorite.

    MURDER YO-YO!

    Liberty's Edge

    The writer clearly dislikes any spell casting class, as the adventure is designed to cripple, humiliate, and kill spellcasters. The adventure should be pulled, edited, and retooled for high level play only.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    As someone who played through it, then prepped to GM it I could not disagree more.

    And as it is written, it *is* designed for higher level play. (Tier 7-11).

    Shadow Lodge

    2 people marked this as a favorite.

    This is high level play.

    The Exchange

    1 person marked this as a favorite.

    Without Doubt, our entire table was in agreement. Over 100 years of collective gaming experience, players each with over a decade of game play. The entire table without one exception, including the GM, felt the adventure was filled with mechanics that guaranteed death. Here is some feedback and recommendations from a table of very experienced play testers with decades of play knowledge. We love this game, this adventure is not written in the spirit of this game. Its actually an embarrassing example of the failures of the editing team to manage an overly zealous module writer that is clearly hell bent on punishing characters, especially spell casters.

    SPOILER

    Module Mechanics/Plot Discussion Spoiler:
    THE FINAL ENCOUNTER IS PURE B@#$ S*&@!
    The area of effect damage effect at the end guarantees death. Not even our tank survived the encounter. If an effect is not capped, it kills.No saving throw effects are against core rules. The damage dealt to every individual in the group was greater than a disintegrate cast by a 16th level wizard. We were 7-8. Using average damage lone, 33d6 damage is over 110 hit points of damage. The average 8th level barbarian with 18 con would have 93 hit points. Add "no saving throw" That is guaranteed death. There should be a tiered "cap" on how many d6 can apply. There is presently no cap. 15d6 at 7-8 (~52 damage) or 21d6 at 10-11 (~73 damage) should be the damage cap.

    The number of effects that "trigger" 3d6 damage include the consumption of alchemical (non-magical) effects such as anti-plague. This clearly makes no sense as consuming alchemical objects would no further "disturb the balance" as drinking a glass of water. The ONLY reason to put that in this section is to GUARANTEE a less than optimal group synergy to face a group of monsters buffed by 6 artifact level items. Further, the skill check requirement is extremely high. Players should be DISCOURAGED from participating in the ritual, not REQUIRED to participate. Characters are actually PUNISHED for helping. The sages all being helpless is absurd. Seriously? Dreamscapes should be pushed into the minds of one of the players, especially the one that survived the prior dreamscape, to help facilitate that "option", one that is NOT CLEAR, not in the slightest. There should be time between the option to jump into the dreamscape and the area effect blast. There should be events in the dreamscape that reduce the amount of damage the characters would be exposed to. There should be opportunities to "cure" failed skill checks that insta-kill the party. This encounter is putative.

    The final encounter's ghost is mechanically broken. Final monster's regeneration effect, combined with being incorporeal, and automatically making every saving throws casting three spells a round. Right... it breaks core rules. The damage output on that one creature alone must reach 100hp of damage a round just to offset the healing effect of the monster at 7-8. Players have no way of knowing to destroy the gems, or even that the gems are triggering these effects. There should be a clearly visible "magical" effect flowing into the ghost from the gems so the players can elect to sever the link somehow.

    THE PLAGUES BREAK CORE MECHANICS
    Paladins are immune to disease. Period. End Stop. Have the NPC Paladin "fall from grace" then be subject to the plague. But to make it so that monks and paladins that are immune to disease are not immune to this disease again breaks core rules.

    Targeting spell casters (elementals, effriti, etc) in the way that is targeted by increasing their weakest saving throw by 4, where the saving throw is so high to begin with, is impossible and again just unfair.

    ALL SECONDARY AND TERTIARY PLAGUE EFFECTS ARE AGAINST CORE RULES. I don't care how much story you create, breaking core rules to the level where casting a spell forces the caster to gain 1d2 permanent negative levels is not a mechanic any game system can "balance" prepared to recognize as legitimate. Making that effect "incurable" is a guaranteed permanent death of the character. Not even a wish? Seriously? We know there is a way in the adventure to "cure" this "incurable" effect. There should be, at the least, a prestige amount that allows for Pathfinders that have "survived" the scenario to "cure" the effect in the event a player fails to secure this "cure" during the scenario. Anything else is ridiculous. I am stunned that Paizo authorized it. This should be retooled, PERIOD.

    TRAPS V. TRICKS (This isn't 1st Edition D&D)
    The acid effect in the pool room was also "not a trap" so no way to "perceive" it. This "not a trap but a trick" was corrected due to much player feedback. If a rogue can detect a magic trap, one without any visible effects, but can't detect acid pool concealed underneath water using the same skill, there is a problem with the encounter.

    THE INITIAL OBELISK ENCOUNTER
    The obelisk has boxed text that says we are to disable the device but when you reach the device , the skills required to disable the obelisk have nothing to do with disable device or use magic device. In fact its not a device at all. But the term "device" is used. Other words are required in the boxed text, specifically words like "The Obelisk must be dismantled, but this is no mere device as clearly significant mastery of the arcane and religion is essential to breaking it down" or something along that line. Choosing grandmaster torch is the instinct in this encounter with the text as written. But the module doesn't even give Grand Master Torch "bardic knowledge" its ridiculous. There is no need for "SAND" and "GRAPPLE CHECKS" to stop or impede movement. To create a swarm encounter with paralysis with an environmental effect that locks down movement is punitive. Combine this with the range limitations of swirling sandstorms and strong winds the effects are cumulatively putative, leading to many character deaths.

    PLAYERS WILL BE DISCOURAGED FROM PLAYING PATHFINDER BECAUSE OF THIS ADVENTURE. At least one player said he would not play pathfinder ever again, he was so upset. If the developer's goal is encourage purchases, from a mere business judgment purpose, this adventure demands retooling. From a gaming planner's perspective, its not even written with a WARNING label when less difficult modules do come with a warning label. Its just not finished. This adventure could be better, much better, but it needs to be completely retooled.

    I normally get paid to review materials, but I am giving this feedback to help Paizo figure out what the hell is going on. When this many players complain about an event, there is a problem. Of 21 players, only 7 managed to "survive" the final encounter. The remaining people either quit the adventure or failed altogether with a complete wipe.

    This is NOT where Pathfinder should be heading. There are no bragging rights for module writers that "count the heads of characters permanently claimed in their scenario." If this is what Pathfinder wants, then they will lose their player base to satisfy the sadistic few eager to see suffering in a game.

    Grand Lodge

    2 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber
    Shocklok wrote:
    Without Doubt, our entire table was in agreement. Over 100 years of collective gaming experience, players each with over a decade of game play. The entire table without one exception, including the GM, felt the adventure was filled with mechanics that guaranteed death. Here is some feedback and recommendations from a table of very experienced play testers with decades of play knowledge. We love this game, this adventure is not written in the spirit of this game. Its actually an embarrassing example of the failures of the editing team to manage an overly zealous module writer that is clearly hell bent on punishing characters, especially spell casters.

    As someone who has run the scenario twice, your entire table is mistaken.

    Now, that isn't to say that there are no concerns of merit with the adventure. I did warn the second table that there is a LOT of unfair mechanics in this one. And I did kill a PC each time.

    But your aspersions on the character of the author are baseless and unhelpful noise, not constructive criticism.

    Liberty's Edge

    The writer clearly does not understand the concept of scaling. As currently written, the adventure is mathematically impossible for a table of 7th level characters. Especially in an adventure as deceitfully written as this one.

    Grand Lodge

    2 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

    That would probably explain my different results, as both of my tables were high tier.

    Specific Points:
    The obelisk has a Disable Device DC. It can be disabled by a rogue. Doing so just doesn't stop the fight.

    The plagues use Horror Adventures rules. This is not a Core scenario. There will be differences.

    The damage from the ritual should probably be capped, to prevent GMs from interpreting the damage in the worst way possible, which appears to have been done in your case. In neither case did I deal more than 10d6 of damage to the high tier table, and both deaths (not from ritual damage) were 7-8 tier characters playing up.

    The disease is curable. Not by normal means, but by using the samples to concoct a cure.

    Yes, the gems should be called out as connected to Tahari. As is discussed in the GM thread. The mindscape entrances are also called out.

    Silver Crusade

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

    Note to self: Endgame scenarios are hard.

    Dark Archive

    2 people marked this as a favorite.
    Pathfinder Starfinder Roleplaying Game Subscriber

    After I played this scenario, I played an older scenario. Some may even recognize the name for the legendary lethal nature of it. This other scenario was much more 'unfair' but a prepared Pathfinder could handle it.

    Spoiler:
    King of the Storval Stairs.

    Players going into this scenario *expecting* a cakewalk to be handed to them are going to be sorely disappointed at either tier.

    Players going into this scenario expecting tough things to happen that may cause permanent character retirement (which people should be doing *anyways* at higher any tier) are much better prepared for it than folks who (in the immortal words of one of the players at a table that didn't fire last weekend) 'half-ass this'.

    There is one clarification that should be made about the ritual preparation, because the language is a bit ambiguous and GMs who are bloodthirsty or hastily preparing this may attempt to power-dump damage onto the players.

    I played this, I've prepared it to run it.

    I had a random crew of Pathfinders sit down to my table at a convention and gave them a warning that this was a higher-tier adventure that could be difficult.

    When they looked at their party composition they made the sensible call that they wouldn't be able to run *any* 7-11 with the crew they had at the table, much less this one.

    My GM warned me it was the culmination of the Scarab Sages story arc for the most part. That's a faction whose original three-part introduction had Mythic involved. It is a reasonable expectation that something that makes Mythic entities worried enough to bring in Pathfinders to help is going to be something tough to deal with.


    4 people marked this as a favorite.

    I have run and played this. The complaints in this thread are some of the most ridiculous hyperbole I have ever read and on these forums that is saying something.

    Is this scenario hard? Yes. Is that a problem? No. Come prepared and you will do fine.

    Dark Archive

    1 person marked this as a favorite.
    andreww wrote:

    I have run and played this. The complaints in this thread are some of the most ridiculous hyperbole I have ever read and on these forums that is saying something.

    Is this scenario hard? Yes. Is that a problem? No. Come prepared and you will do fine.

    I don't half ass anything. You have no idea what you are talking about.

    The storyteller who ran this particular event was very prepared and very experienced. For him to spend 6 hours preparing, just making sure he was correct on the mechanics, tells me that this adventure is poorly statted out.

    It is clear to me that our experience was different from yours, maybe you softballed? Or maybe your GM softballed? That is far more likely than surviving the module as written.

    There is no hyperbole, there are exact examples with detailed explanations and suggestions on how to correct the module, how it should have taken different levels and players into account.

    Choosing not to read them, ignore them, or attempt to discredit what 90% of dozens of players have expressed in our region is wrong. It tells us you care more about your inflated opinion of the adventure and whatever perceived bragging rights you think may accompany it than the experiences of people that invest in the game along with the future of Pathfinder.

    What is clear to me is that you don't know how to balance anything when it comes to gaming or you wouldn't discount the feedback of its players.

    Dark Archive

    TriOmegaZero wrote:

    As someone who has run the scenario twice, your entire table is mistaken.

    Now, that isn't to say that there are no concerns of merit with the adventure. I did warn the second table that there is a LOT of unfair mechanics in this one. And I did kill a PC each time.

    But your aspersions on the character of the author are baseless and unhelpful noise, not constructive criticism.

    Our table was not mistaken, we were wiped. No save 33d6 at tier 7-8.

    WIPE.

    In one breath you say I am mistaken, presumably as you breath in and while you breathe out, you say that you did kill a PC each time. the two statements do not reconcile with each other.

    If 100% of the time you kill characters, you are doing it wrong and the module has a problem.


    3 people marked this as a favorite.

    I don't softball when I run, certainly not at tier 7-11. The group I ran for had one permanent character death, they thoroughly enjoyed themselves.

    It sounds like you were not prepared for higher level play.

    Dark Archive

    andreww wrote:

    I don't softball when I run, certainly not at tier 7-11. The group I ran for had one permanent character death, they thoroughly enjoyed themselves.

    It sounds like you were not prepared for higher level play.

    Again, a permanent character death the one time you ran it.

    That's not how the game is built. I seriously doubt you ran it as written. Certainly not tier 7-8. We were VERY prepared, I have over a dozen characters, half of which have reached retirement. I am very familiar with the game. And the players at my table are extremely well prepared and did well throughout the adventure given the multiple failed mechanics.

    It doesn't matter how well prepared you are 33d6 unnamed damage at 7-8 tier with no saving throw is not survivable. Its not about us "being not prepared". Thats absurd.


    3 people marked this as a favorite.

    You only take that damage if you do appallingly badly at the preparation ritual, which is in two stages. It sounds like your GM ran it wrongly and/or that your group was filled with people lacking any skills at all.

    If you want to talk experience then I have 320+ games ran, 9 seeker character including one core and over 20 other active character options.

    Just because your group did poorly does not mean it is a terrible scenario or that the author was malicious. It means your group did badly.

    Silver Crusade

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
    Lord Neden wrote:
    That's not how the game is built.

    You keep saying this...

    Sovereign Court

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

    Welcome to the forums, Lord Neden! Glad to see someone who has been with the Pathfinder Society since its inception finally joining the online community. ^_^

    Liberty's Edge

    Andrew, the writer was most certainly malicious in his intent. -2 for being good aligned. -2 for being an elemental. -2 for being a caster. How was that not malicious? And time is a factor. A Save that targets an arcane pc's weakest SAVE. Skill checks to make with 4 or 5 negative levels. Show me the not malicious intent toward mage/sorcerer/bards.

    Liberty's Edge

    I've Played "King of the Storval Stairs" and had no problem. Same with "Waking Rune" on hard mode. Neither of those mods punished a player for being good aligned or arcane.

    Grand Lodge

    3 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber
    Lord Neden wrote:

    Our table was not mistaken, we were wiped. No save 33d6 at tier 7-8.

    WIPE.

    Your GM did not have to hit you with 33d6 at once. They made a choice based on what they read, unless you are saying there were eleven failures/activations on the first set of rolls.

    Lord Neden wrote:

    In one breath you say I am mistaken, presumably as you breath in and while you breathe out, you say that you did kill a PC each time. the two statements do not reconcile with each other.

    If 100% of the time you kill characters, you are doing it wrong and the module has a problem.

    2 characters out of 13. And none of them from ritual damage. Look at the high tier and consider what might kill a 7-8 character playing up.

    Dark Archive

    2 people marked this as a favorite.
    Pathfinder Starfinder Roleplaying Game Subscriber

    I have seen several scenarios where characters were 'punished' for being 'good' (via Smite Good, Protection from Good, etc) as well as scenarios where characters are specifically and directly told that utilizing the powers of the arcane at certain points or certain locations could be very bad for the party, not just the caster.

    This is not a new thing.

    Liberty's Edge

    Reading through the gm section, several tables were hit with huge amounts of unsaveable untyped damage all at once. Our gm ran the adventure as written. Quit drinking the Paizo punch.

    Liberty's Edge

    This disease was deliberately and maliciously designed to kill arcane casters.
    An evil spellcaster with spells prepared to thwart his enemies from a good aligned organization is tactical, not punishing.

    Grand Lodge

    4 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

    Your GM ran the adventure as they interpreted it was written. There is no written requirement to deal all the damage at once.

    As for the disease...:
    Yes, the NPC in-world deliberately and maliciously developed it to target spellcasters.

    The author or developers included a way to gain a +10 versus it or even become immune to the disease. That is not malice on the part of the author.

    Starfinder Society Developer

    6 people marked this as a favorite.

    Hey folks, let's try scaling back some of the aggressive tones and personal shots that I'm seeing here. Similarly, while it's OK to post concerns or criticism about the scenario (that's how we can improve on future offerings), please don't make attacks directed against the author or the author's perceived knowledge.

    Thanks!

    Liberty's Edge

    1 person marked this as a favorite.

    Is there a written requirement to spread out the damage? Obviously not.

    Yes, some of us are angry and upset by the outcome of our adventure.

    Arguing amongst ourselves and insulting each other isn't going to fix this adventure.

    This adventure still needs a "Bone Keep" style disclaimer about how dangerous and deadly it is. Players 9th level and below will die.

    The paragraph of box text just before the first encounter is misleading and should be rewritten.

    Start with those minor issues first.

    Grand Lodge

    2 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

    I already told you that Disable Device was usable, it just doesn't end the encounter.

    I am fully aware that you are all emotional about this adventure. I've been there on other ones.
    That is why I am doing my best to stick to statements of fact. Attacking the author, the developers, or anyone else is not going to help your cause.

    Liberty's Edge

    Statement of fact. That first paragraph is misleading and deceitful as Hell. It needs to be rewritten.

    Statement of fact. The danger disclaimer is sorely needed.

    Grand Lodge

    2 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber
    ScrollMasterRob wrote:
    Statement of fact. That first paragraph is misleading and deceitful as Hell. It needs to be rewritten.

    Based on what? See my response in the GM discussion and above, as well as the authors own response to you.

    ScrollMasterRob wrote:
    Statement of fact. The danger disclaimer is sorely needed.

    Agreed. I provided such to my tables.

    Liberty's Edge

    Do I need to spell out the first paragraph verbatim?

    Liberty's Edge

    The sage could tell us to "retune" instead of "disable".

    Grand Lodge

    3 people marked this as a favorite.
    Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

    And yet you can disable it. So I don't see how common language is misleading.

    Silver Crusade

    5 people marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    Hey ScrollMasterRob, I'd like to thank you and your gaming group for advertising this module, which I've promptly purchased. I understand that it might not have been fitting to your play style, but it's going to perfect for us, as it reminds us of that summer of 1979 when the Tomb of Horrors and Gary's basement was all that kept us sane through the episodes of recurring memories of the Tet Offensive.

    Grand Lodge

    2 people marked this as a favorite.

    I gotta say, this has definitely gone on my purchase list pretty much exclusively due to the back and forth here in this thread. The desire for a challenging scenario and the itch to know exactly how much the haters are exaggerating is just too much to resist buying it.

    1 to 50 of 60 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Paizo / Product Discussion / Pathfinder Society Scenario #9-07: Salvation of the Sages PDF All Messageboards

    Want to post a reply? Sign in.