A Pathfinder Society Scenario designed for levels 1–4 (Subtiers 1–2 and 3–4).
The Whispering Tyrant has escaped Gallowspire and ravaged the lands of Lastwall. Although the nation managed to evacuate many civilians, there are still refugees, Pathfinders, and irreplaceable cultural treasures trapped in this undead-ridden realm known as the Gravelands. The PCs are part of the Society's efforts to infiltrate these dangerous lands, rescue the Pathfinders missing in action, and recover what historical texts and treasures they can. Just be quick! Every hour behind enemy lines increases the chance a nearby army learns of the PCs' mission.
Written by Adrian Ng.
Scenario Tags: Faction (Envoys' Alliance)
Online Resources: Rules and mechanics from this scenario can be accessed for free on Paizo's official online resource: Archives of Nethys. Click here!
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As a player, I rather liked this scenario. It did a good job of balancing investigation, skill checks, and combat. I can see how the final fight may have been challenging for some groups, but I didn't think it was particularly lethal, either. The reason I'm rating this 4 stars instead of 5 is because some parts did seem a little too drawn out. I'm looking forward to GMing this for others.
Enjoyably challenging scenario with some editorial hiccups
I have not GM'd this scenario yet, but I have played it and read it in preparation to GM it. When I played it, we had three level 1 characters (storm druid, paladin, illusioist wizard) and two level 2 characters (a liberator, and myself playing an angelic sorcerer). We played with the 6 player adjustment because of our challenge points.
I very much enjoyed the scenario, because even though it was very difficult at times (like in the final combat, which was partially due to some player mistakes), the challenge was welcome. I enjoyed the narrative of finding fallen pathfinders and cultural relics, the things left unknown, the mix of exploration and encounter modes, and the look into a new part of the setting.
The only reason why I can't rate this 5 stars is because, after reading it, the wording surrounding treasure bundles is inconsistent and unintuitive, and I could easily see a less-versed GM struggling with that lack of clarity.
I played this with a fairly decently balanced table of four level 2’s and two level 1’s. At this point in time I have not GMed this or read it. However I do plan on running it in the future.
I’m a bit surprised at the other reviews. However, let me state that I enjoy challenging combats in my scenarios. The final fight certainly is a challenge that actually requires teamwork and party tactics to overcome. Given the newness of the system, I think that some people are being overcome by it.
Spoiler:
I think the final fight with the high AC skeletons and the necromancer is rated a Severe encounter. We did have 2 players learn about the death and dying rules but no one even got as far as Dying 3. In our case there was a helpful NPC on our side that was able to assist and tip the scales. I assume this is available in all of the play throughs.
That being said, even without the final encounter, I actually enjoyed the skill challenge/town exploration/mystery solving that others are complaining about. I actually enjoyed it more than I did the same portion in 1-02 (Mosquito Witch).
I will say, there is a lack of actual RP opportunities in this scenario, unlike 1-01 and 1-02, so if that is your main driving force for an enjoyable game, perhaps this scenario isn’t best suited for you. (This is where the scenario loses a star from me.)
While the plot might not be the most engaging thing, the general mission parameters aren’t contrived or force fed. In our case there were a lot of jokes about being the 5PP Body Recovery team for all these dead PFS1 characters.
And yes, it is a bit “gamey” in parts – but all of the skill challenges in PFS1 and (not surprisingly PFS2) are like that. The scenarios are designed to give everyone the same general challenge, despite their level of play. In the high-tier of each scenario the monsters are always more powerful, the traps are always harder to overcome, and the NPCs are always just a little harder to persuade. IF that turns you off from PFS2, and this scenario in general – then in my opinion you’ve probably been turning a blind eye to this exact same thing for the past 10 seasons of PFS1 content. (Just my 2 copper.)
Have ran and played this now, and it was quite fun both times. The 10 minute items were very contrived sometimes, when I ran it I went to extra effort to describe why these tasks took a lot of time... but both when I played this and when I GM'd it by the end of the game the players were making jokes about how everything takes 10 minutes.
When I played and when I GM'd the players engaged with the story, and the handouts worked well... often the players had cracked the solution before they even found them all, and felt smart as the clues came in, but a few things caught them off-guard in a good way
Spoiler:
When they realized not every body they found was on their list a number of players were somewhat excited, cause it threw the mystery and the importance of all the clues back into the mix where before they were like "Ok, it's a goblin. We only have 1 goblin on our list" and now all their decisions went "Oh damn, the word DOES have more than 1 goblin...".
I think to get the most out of this the GM has to do a bit of work to improve the reasons things take 10 minutes & rephrase some of the challenges. The 10 minutes feels gamey by the end no matter how you do it, so if you do it poorly it feels even worse. Some activities that took more or less than 10 minutes would've spiced it up a bit I think, even if just a few things took 5 minutes or 20 minutes just to give some variety so that the 10 minutes didn't feel so contrived. This is what lost it 1 star for me. For GM's make sure to consider how you'll word some things like:
Spoiler:
A hill? Really? That's the challenge? Even just a quick rewording to say there's hilly terrain in the area makes this make a lot more sense.
Also, determining a body might be a halfling taking 10 minutes, you REALLY need to talk up the injuries to make that work & even then you kinda have to instantly give size category. Find a few obscure things you could call out that may have survived being eaten by a zombie or burned alive to hand to the players as the weird fact they found to confirm it was actually that race (Size of certain bones, thickness of cartilage, width of a fragment of skull for a goblin etc). Have your reasons it wasn't a 3 second look ready to go.
This scenario is utterly atrocious. One of my players said that the only PFS scenario he has EVER disliked more was the troop one from PFS1 (5-24, Assault on the Wound).
I am writing this from the position of a GM GMing a table of seven level 1 PCs.
So, what is wrong
1) The setup - The pathfinder Society is reeling, trying to recover, so they send Pathfinders out to get a whole bunch of basically worthless historical crap so people can preserve their heritage? Recovering bodies is a better rationale, admittedly, but even that seems like a waste of resources if your're trying to stress how overloaded the PCs are.
2) The majority of the scenario is a basically pointless exercise where the PCs are just rolling dice at often absurd DCs. I mean, it takes 10 minutes to make a heal check to figure out that a body is a 1/2 ling or a gnome? And the DC for that goes up with level for absolutely no in world reason. A FEW of the skill DCs are static (not affected by level) but the vast majority are affected by level "just because". So much for all the promises that PF2 would use static DCs when appropriate. As of 3 scenarios, basically a lie.
3) I don't think the scaling is right. So, DCs go up by 3 from low tier to high tier while the PCs go up by 2 levels. Ignoring rogues, the difference between L1 and L3 is that ONE skill goes from trained to Expert, getting ONE at +4. The rest go up by 2. So, its basically harder at high tier than at low tier to recognize that the body is a 1/2ling
4) The PCs have a huge dilemna. Stay together or split the party. Both options are punished since combat DOES occur while they're searching for relics/clues.
5) There are just TOO many rolls. I was pushing the party REALLY hard but at 20 odd "turns" it just breaks down into rolling dice. As a GM I was frustrated and bored out of my skull for most of it
6) Railroading - So, there is a place where a critical failure leads to false information. As written, this then automatically leads to the players losing 30 minutes. No player choice, they just lose 30 minutes. And how the heck do the PCs make it to the first combat encounter without meeting zombies on the way in?
7) The final combat is absolutely brutal. I knew that going in so "coincidentally" I made sure that everybody had a Hero Point going in. I softballed a little (concentrating on the Animal Companion). Even so, it was close to a TPK. 3 CR2's and some zugs against a group of level 1 PCs is just brutal.
8) The whole "Get to the village" thing seemed VERY artificial as I explained the character options.
Some of this was just VERY bad scenario writing. But some of it seems to be PF2 and the way it works. The DCs just seem that little bit too high, the overemphasis on skills, the deadliness that is PF2 poisons, the deadliness that PF2 combat can be.
I'm still reserving judgement but this scenario went a fair way to convinced me that PF2 isn't for me.
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William Ronald wrote:
Do we get credit as a GM only once for the scenario? (I ran it four times and really enjoyed it.)
As it does not have the repeatable tag then we can only take credit once without some form of legal replay to use. I had fun running it several times at Gen Con and will be running it several more times in the near future.
This is hands down the most tedious adventure I've ever had the displeasure of playing in the past 20 years of various living campaigns. If that's what encounter mode is supposed to play like I'm totally out for 2nd edition Pathfinder. It was so bad I felt compelled to come here and complain about it.
Now that I've done that I feel better and can try to put this out of my memory.
I checked the system and it is a "consumes replay" adventure. This catagory is for those scenarios that aren't replayable now, but that would be if we introduced a replay points pool to the Pathfinder (second edition) program. Forward planning, on our part.
We've got new/improved reporting sheets coming, but they are still a bit out.
This is hands down the most tedious adventure I've ever had the displeasure of playing in the past 20 years of various living campaigns.
Huh, I had the opposite experience this past weekend when I played this adventure at a local con.
I suspect that a big part of it is the GM and how they use exploration mode, and the players and how they engage in it.
I've played at tables where the players just aren't into it, and if the GM digs in and forces all of the skill checks, it can certainly drag. I've had other tables where the GM doesn't inject any of the roleplay into it and it is just a spreadsheet to churn through.
On the other hand I've had GMs who get into it, and my experience with Escaping the Grave was great. We all felt the clock ticking as we worked our way through the adventure, and the pervasive danger and fear of the Gravelands was experienced by all of us. It was the highlight of the whole con for our group. And, I believe, the Exploration Mode part of the adventure was a big part of it.
I'd say that there are a few keys here, though.. spoiler free here, but there is a few moments when the PCs should be made aware that they need to HUSTLE during this adventure and make efficient use of their time. If those moments are missed, it takes the fear out of the Exploration Mode skill checks. When you fail a check and need to try again, you will only feel that hit home if you know that [redacted] is 100% coming for you, and you need to complete your tasks before [also redacted] happens.
If that time pressure is off, then yeah, I can see how it would be just a series of rolls to be made without much context or meaning.
The Zombie Shambler on page 26 is listed as a large creature while the bestiary has it as medium. It's also missing the undead trait.
Anyone going to officially address this?
The Appendix entry overrides whatever's in the Bestiary; that's part of why we completely reprint monsters in the back.
The undead trait missing is an error tied to the fact that this adventure was being written and developed while the Bestiary was still being worked on, but the zombie trait clarifies that creatures who have it are mindless undead, so this shouldn't impact running the adventure in any meaningful way.
The Zombie Shambler on page 26 is listed as a large creature while the bestiary has it as medium. It's also missing the undead trait.
Anyone going to officially address this?
The Appendix entry overrides whatever's in the Bestiary; that's part of why we completely reprint monsters in the back.
The undead trait missing is an error tied to the fact that this adventure was being written and developed while the Bestiary was still being worked on, but the zombie trait clarifies that creatures who have it are mindless undead, so this shouldn't impact running the adventure in any meaningful way.
Had the privilege to play in this adventure yesterday as part of ThodCon. I wanted to express how much fun this scenario was. It's understood that no small part of the enjoyment was due to the GM and others who shared the adventure with me, but as I've now played in over half a dozen various adventures, I feel confident in expressing that this one was very well written and presented.
It provided a great mix of opportunities for exploration, role play, and combat. It was equally satisfying with regards to the potential for rewards for smart play. I would highly recommend to anyone, GM and player alike, to put this one on your must play list.
If you're just not seeing the Reviews tab, try refreshing the page; I've noticed it tends to get "eaten" when I first load the page but then magically reappears on refresh.
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Michael Sayre wrote:
caps wrote:
I can't seem to leave a review for this one.
If you're just not seeing the Reviews tab, try refreshing the page; I've noticed it tends to get "eaten" when I first load the page but then magically reappears on refresh.
I have had that experience. But that is not what I am referring to. When I am able to get to the Reviews tab, the "leave a review" button is not there.