Pathfinder Society Scenario #9-17: Oath of the Overwatched PDF

***½( ) (based on 6 ratings)

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A Pathfinder Society Scenario designed for levels 5–9.

Deep beneath the Blakros Museum lies a copper gate that no key could open—at least, not from the outside. To the horror of museum curator Nigel Aldain, the gate has begun to writhe and buckle. Whatever lurks beyond it will not remain contained for much longer. Aldain sent an urgent request for aid to Zarta Dralneen, leader of the Dark Archive faction. Dralneen quickly realized that protection would require a divided approach, with some remaining behind to guard Absalom from what pours out and others charging in to deal with the source. With the support of Aldain, Dralneen, and Venture-Captain Ambrus Valsin on guard behind them, the PCs rush beyond the twisted portal. Within, they uncover the true reason why the ancient mage Ralzeros made the place beyond the gate so hard to reach.

Contents in Oath of the Overwatched also contribute directly to the ongoing storyline of the Dark Archive faction.

Written by Isabelle Lee.

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***½( ) (based on 6 ratings)

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Very creepy, full of Lovecraftian flavor

****( )

In an uncharacteristic burst of sense, the Pathfinder Society assigned this mission to exactly the type of adventurers who would WANT to visit a Dark Tapestry-adjacent demi-plane - full-casters with egos that could block out the sun. Along with one rogue. I'm not entirely sure what she was doing there, but she seemed to enjoy herself.

With a library-full of skills and some very diplomatic characters, we made it through without too much trouble; I imagine that a less well-read group of mercenaries would regret having every stepped through the gate!

Great atmosphere, best for experienced GMs

****( )

This story is a great continuation of one of the oldest storylines in PFS, and the author definitely does it justice. The lore and background are rich and deep, and the story the author told is one of the few in PFS that have ever provoked a genuine emotional reaction from me upon reading (it’s really pretty heartbreaking). However, like many other scenarios, most of the wonderful background and narrative is available mainly only to the GM, and it’s up to said GM to translate it to the players. While this is true in all scenarios, unless the GM is really good with storytelling and atmosphere, the players will most likely miss out on the narrative potential. Take some time with the prep and really get into the story to give your players the best experience.

Whooooo boy. As others have said, there are a TON of things to keep track of in this scenario, and more skills checks and saves than I’ve ever seen, some of the effects of which may not even come into play until 2 or 3 acts later. Those effects can alter a wide variety of elements, such as check and save DCs, stat blocks, and even mission success conditions. Additionally, previous experiences with other Blakros/Overwatched-related scenarios add additional modifications and story elements, some of which may be double-edged swords for the affected players. This is not a scenario where you can just read through it a couple of hours before table time and expect to do it justice; expect to allocate more time than usual to prep in order to keep everything organized. Additionally, many of these things happen behind the scenes with little direct indication to the players of how they effect their outcomes (e.g. containment breaches), which can definitely lead to the potential for “gotcha” moments (which nobody likes). I would recommend that the GM find a way to explain the containment breach mechanics and time constraints, even going off script if necessary to give players a better sense of what’s going on. Most of the check DCs are challenging but not unrealistic for most parties, but to some extent success in the Library seems to be a function of whether or not the party happens to have the right skills available. In the end, this has the potential to add a variability factor some players may find off-putting. The combats are challenging, especially the end bosses in both tiers, but absolutely doable for a smart party. The chronicle sheet rewards, while not particularly strong mechanically and primarily oriented towards familiar users and arcane types, are supremely flavorful and worth it. Finally, because there’s so much cool story and action going on, this runs long. Both the tables I’ve seen of this scenario ended up skipping the optional encounter just due to time and still finished at 4.5 – 5 hours.

I loved this scenario, and would happily run it again. It’s great as a stand-alone but really shines with players and a GM who know the lore and are familiar with the Blakros Museum storyline. For players, bring a lot of different skills and social ability, but also be combat-ready. For GMs, bring your A game, stay organized, and remember that the primary outcome should be that everyone has a good time.

Not Fun and Unfairly Punishing to Players

*( )( )( )( )


I had a long ranting review and it timed out, so now I'm may be extra salty...

I'm gonna summarize.

Party: Summoner 7 (me), Rogue 9, Gunslinger 7, Arcanist 7
Upper Tier 4 Party Adjustment

Breaches: The scenarios breaches mechanic punishes players for making sensible calls. The PCs don't know about breaches. In the Library, the players aren't aware that they are causing breaches when they fail by 5 or more. So a party only thinks that failing is only costing them time and the goal is to get all the books before the 6 rounds are up. More so, they get breaches for killing the ridiculous dragon who tried to kill them moments earlier. In fact, not only do they get breaches, they plummet 90ft after a CR 11 fight. It's a hidden mechanic that punished players onto of punishing players.

Will Save or Bust: The gimmick of the scenario is to overload the party with more saves than they can possibly make. This is the most frustrating part of the entire thing. "Made 4 will saves in a row? Have another? Failed? Stunned for 4 rounds." It's the equivalent of the guy in an arcade fighting game who holds down and presses the kick button, but instead of dealing damage it makes you unable to play your character each time you're hit. It's frustrating and there isn't much to be done about it beyond get a better will save.

There are a few other things I would touch on but I would avoid this one. The rewards are good, but the scenarios is terrible and unfun in my opinion and I think I've only said that about one other scenario.

Bring someone with SKILLS.

****( )

When our group sat down to play this, I had 2 characters of the appropriate level: a paladin or a wizard. I wanted to play the paladin, but the group urged me to play my wizard, since the wizard has maxed-out knowledge skills. I conceded. By the end of the module, it was clear that it was a great decision. This game does have fights, and in fact one fight would have killed my wizard if it were not for a healer doing a life-lock thing (I'm not sure what it's called, but he took half my hit point damage through some magical connection he set up). However, the fights were surmountable. The real issue was the skills. We realized by the end that without the wizard, it would have been VERY difficult to pass. If everyone at the table is low in skills, you're gonna have a bad time.

Despite this issue, I had a good time. There are some very weird things going on. You'll play through something like a dreamscape, but not really (it doesn't use the rules for dreamscapes because it's not actually that thing, but it's just an odd environment). I liked it being weird.

Because you can talk your way out of a fight or two, this product is very swingy in terms of time played. You could end it in 3 hours if you absolutely nailed the skills & talking/peacemaking. If everything goes wrong and your characters really struggle, it could take 6 hours.

My suspicion is that this is a 3-star product, but that I felt like it was a 4-star product because my GM was running it in a very enjoyable way (she play-acted the monsters, had ridiculous character-to-monster conversations, and so on). However, I can see that the other reviews also place it at 4 stars, so maybe it wasn't all my GM. Maybe the product itself rises above the average.


****( )

A typical adventure explains why the museum changes every time like a maze dungeon with some Cthulu flavor. Not bad, totally worth a try.

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Grand Lodge

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


4 people marked this as a favorite.

Oh, hey, apparently this got announced. ^_^

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber



My first PFS game was 'Echoes of the Overwatched' - hanging out for this one!

Pathfinder Starfinder Adventure Path Subscriber

Which maps are used? I will run this on April 4 and it would be nice if I don’t have to go map-hunting while I should be hunting eggs.

Paizo Employee Organized Play Lead Developer

5 people marked this as a favorite.

Maps for #9–17:

This scenario uses the following:
  • Pathfinder Flip-Mat: Arcane Library
  • Pathfinder Flip-Mat: Mythos Dungeon

    There are no custom maps in this adventure.

  • 1 person marked this as a favorite.

    Yes! :D

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