Pathfinder Society Scenario #10-11: The Hao Jin Hierophant

***( )( ) (based on 4 ratings)

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A Pathfinder Society Scenario designed for levels 5-9.

Seven years ago, the Pathfinder Society acquired the Hao Jin Tapestry, a powerful artifact and gateway to a wondrous yet slowly disintegrating museum-like demiplane. Despite the sacrifices made to preserve the Hao-Jin Tapestry by one of the Pathfinder Society's most influential members, the realm's collapse seems inevitable. The Society has dispatched teams to high-value sites to salvage what they can of the historical treasures and knowledge, and the PCs are one of these first groups. However, their study of an ancient Tian site becomes far more complex thanks to not one but two burgeoning religions. It's up to the PCs to navigate this landscape riddled with hazards both extraplanar and political.

Written by Jessica Redekop.

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***( )( ) (based on 4 ratings)

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Kinda Good, but Sort of Pointless?

***( )( )

This one was far too one note for my tastes.

It was all role-play and investigation, the pacing was far too slow with nothing all that interesting to break it up. The scenario had a little bit of intrigue to it, but also struck me as casting the players in an unmistakably uncomfortable situation roleplaywise that the scenario seems to want you to just accept and move past which struck me as odd.

Also, for a modern investigatory scenario, there was still shockingly little for martials to do (which given our table did a solid FOUR HOURS of investigation was frustrating, I basically didn't pick up a dice for much of this one). Outside of the singular combat at the end, there was little for a member of a martial class to engage with. Especially since the big reveal at the end, while shocking, is basically a Year 0/1 style "woops the plot twist is that there was nothing to see here" plot twist.

Still a lot of the ideas here were excellent and I enjoyed that in comparison to some other recent adventures it was not terribly overdeveloped.

Great Premise, Rough edges.

***( )( )

Okay, so things I liked:

Tons of awesome roleplay opportunity. You'll have to be very flexible as a GM to handle all the different characters, and I feel like maybe some of the locations could have been dropped to give other area's more fleshing out (Like, maybe drop the weavers to give the fisherman a name? That kind of thing, it felt weird to have my team visit all these cool people but some places randomly had nothing for me to work with.)

Things I didn't like.

That final combat.

final battle:
Oof! My players got lucky and managed to slow several of the psychementals, but about half the team was dropped with negative levels, and they still made a "Grab the flower and run!" final rather than trying to finish those things off after finally managing to kill the plant. Their abilities just seem SUPER powerful for their CR, and if you use them at all effectively, it can be a easy TPK. It took so long to run that we ran out of time and we had to speed through the storm. Those little jerks have SO much health and regain SO much of it just by being fast and speeding through all the PCs forcing dozens of saves.

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This was by far my least favorite scenario I've ever played. That was the general consensus from the table as a whole. I've played roughly 170 of the PFS scenarios, and I've never before about walked out on the table. I only stayed not to leave my team shorthanded. It seems like everything about the adventure is setup to make it as vague, convoluted, and unfun as possible. As a bard, who should be good with most skills, I still was finding the who investigation rather infuriating. It seems like the author (haven't read it, just played) thought people were going to naturally find things out and instantly know things that they had no right knowing.

One of the 2 combats wasn't bad at all, but the second one was just a bonkers. Maybe doable, but was extremely rough with what they could do.

I really would prefer to give this scenario 0 stars if I could.

Wonderful Fun


Jess ran this for us at Orcacon. An extremely enjoyable scenario, with investigation, surprises, role-playing, and a potentially nasty fight. I'm looking forward to running this at my local game store.

Grand Lodge

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

Red Harvest all over again!

3 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Gasp! Jess's work! Jess's work! And it sounds AWESOME!

Scarab Sages

Yea! Back into the Tapestry!

RPG Superstar 2014 Top 4, RPG Superstar 2013 Top 32

It's go time!

Dark Archive

Any update on which maps?

Paizo Employee Organized Play Lead Developer

Maps in #10-11:

The following maps appear in this scenario:

  • Pathfinder Flip-Mat: Forbidden Jungle
  • Pathfinder Flip-Mat Classic: Swamp
  • A custom full-page map

  • 1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    I played this over the weekend and it was super creative, emotional, and engaging!
    Now to follow through on my resolution to review things I enjoyed...

    Paizo Employee Organized Play Developer

    1 person marked this as a favorite.
    Andrew Mullen wrote:
    I played this over the weekend and it was super creative, emotional, and engaging!

    Great to hear! I thought Jess did an awesome job with this.

    Now to follow through on my resolution to review things I enjoyed...

    Please do!

    Liberty's Edge

    Pathfinder Adventure Path, Maps Subscriber; Starfinder Superscriber

    Maybe I missed it, but what factions are involved? It seems that it would be right up the Dark Archive's alley.


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