Pathfinder Society Scenario #10-04: Reaver's Roar

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A Pathfinder Society Scenario designed for levels 7-11.

A call from some of the Pathfinder Society's most esteemed leaders brings the PCs to a small town in Lastwall. While their mission to retrieve a relic of the Shining Crusade from a cathedral guarded by a fearsome beast seems straightforward—if extremely hazardous—interested parties from the nearby orc nation of Belkzen and beyond have their own plans that may not align with the PCs' own. Will the Pathfinders survive the deadly onslaught of a territorial guardian, or will they play into the hands of even more sinister forces?

Contents in Reaver's Roar also contribute directly to the ongoing storyline of the Silver Crusade faction.

Written by Steven Hammond.

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Overall a good mod; my complaints may be table specific

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Big picture story-wise, I really enjoyed this mod. It felt like a challenge worthy of high level Pathfinders, and it felt like there were opportunities for high level characters to pull out their various cool tricks. The fighters got to fight. The sneakers got to sneak. The knowledge characters got to be knowledgeable. There were two elements that felt slightly frustrating, and those may have been more the fault of our table rather that the module itself.

First, the chase scene caused some frustration and took what felt like too much time. With 9th to 11th level characters we players kept throwing out ideas that were not specifically covered in the module. What if I use this spell? Can I get a bonus for using this magic item? The GM was forced to keep ruling on our weird ideas, which slowed things down. A couple players grumbled about the chase mechanics in general. At the very least I think it’s hard to write a chase sequence for high level characters just because they might have access to so many unanticipated options.

The second part that was slightly frustrating was the final fight, and it was really because we were victims of our own success. We got the beastie weakened, and positioned right where we wanted. The gnome tried to talk with animals, and when that didn’t get the desired result, we gave it a beat down in about one round. It never felt like any PC was in serious danger. Not everyone is going to have a full table, with a couple of combat capable mounts/companions. Not everyone is going to succeed at all the set up work inside the chapel. I could easily see that fight being harder, but in our case there was a little bit of “Why did we run away from this? We just cleaned its clock!”

Overall, I enjoyed it. It did run a little over 5 hours but we did have a full table and I have found that the higher level mods often run longer so I was not shocked at that.

Grand Lodge

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

Maybe the Tome finally pays off!

Starfinder Charter Superscriber

Any map updates?

Paizo Employee Organized Play Developer

Jhaeman wrote:
Any map updates?

Reaver's Roar does not use any pre-made maps.

Grand Lodge

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Pathfinder Maps Subscriber
Michael Sayre wrote:
Jhaeman wrote:
Any map updates?
Reaver's Roar does not use any pre-made maps.

I am not sure I am excited that I do not have to buy any maps or depressed that I have to draw the maps....

Either way, looking forward to taking my players back to lastwall.

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