Pathfinder Society Quest #1: The Sandstone Secret

4.80/5 (based on 6 ratings)

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A Pathfinder Society Quest designed for levels 1–4 (Subtiers 1–2 and 3–4).

When the Pathfinder Society receives word of a promising, unexplored ruin in Osirion, the PCs set out to uncover the site's secrets. Yet upon arriving, the PCs learn that a different group of Pathfinders has already entered the ruins. Has there been some mistake, is the site's magic playing tricks on everyone, or is there something more nefarious afoot?

Written by Linda Zayas-Palmer.

Scenario Tags: Repeatable

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

PZOPFQ0001E


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Average product rating:

4.80/5 (based on 6 ratings)

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Great first adventure!

5/5

I ran this twice for two different groups, both at low tier. It was the first 2E experience for everyone involved (not counting the playtest). Each time I used different items from the various tables (see spoilers below) and each time great fun was had by all. The encounters felt very heroic and especially compared to first edition's very swingy level 1 play, everything felt much more "stable" and the players felt like they were up against dangerous foes, but could pull through if they played their cards right (which they did). We loved it!

Only if you are a GM!:
The first time we used the pit trap and the animated statue. It was fun, but compared with the second playthrough, when we used the mummies and the spear trap, it felt a little underwhelming. If you are picking the parts instead of rolling randomly definitely go with the mummies! They are tough as nails but my players made it by the skin of their teeth!


Interesting Story and concept, one hell of an encounter

4/5

I GMed this yesterday in the high tier for 7 players. For the most part, the adventure was great and everyone had fun. The only caveat I had was the encounter at the end. Out of the three options, all have problems:

The problems with high tier encounters:
1. The one with the statue - doesn't scale well at all for more than four players. Instead of adding more enemies, suddenly you have one or two traps there?! Those either do nothing or divide the group and prevent part of them from doing anything. Both are bad options, so I didn't use that one.

2. The one with the giant mummy - according to current PFS rules, there are no level appropriate ways to remove the curse the mummy inflicts on each hit. And since a character with an unresolved curse is marked dead, this could very well kill people without prior notice or way to prevent it, so I didn't want to use that one, either.

3. That left me with the swarms. And in the end the players were able to defeat them. But the fight was EXTREMELY close. we have multiple characters with wounded 3 at the end, and the one action "attack" of the swarms, that always hits and inflicts damage and poison is just impossible to circumvent. Add in the pretty substantial damage resistance against all weapon damage, and this will be a tough one for most groups.

All in all a great adventure, but in the high tier, the encouters are just not really well designed, which is why I can only give it four stars


Very fun!

5/5

This adventure was very fun and was a wonderful introduction to Pathfinder 2nd Edition. I GM'd this and the monsters were challenging for the group and there were several opportunities for the PCs to put their skills to use. The quest has some interesting backstory for the current state of Osirion, too. I highly recommend this to anyone who wants to run an adventure that is simple to prep for and fun to run in under 2 hours.


Good Quick Fun

5/5

Ran this as part of our Character Creation Night for PF2 is good introduction to the Pathfinder Society for new players, the trick with the statue arms is very cool the players did not expect that. Great Quick fun will be keeping the prep for this one in my bag to pull out when we have some extra time.


Great intro'!

5/5

Very nice scenario.
Good info' for people new to PFS.
A very simple adventure, not complicated to run, but with fun characters for social encounters, nice flavor, nice setting, and cool exploration and antagonists!
A little scary for the characters...
This is a great short mission, and can open up to more exploration.
The replay value is good (I DM-ed it twice so far).


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1 person marked this as a favorite.

This is for Second Edition, right? There should be something in the description (maybe even in the season name) that says so.

Grand Lodge

2 people marked this as a favorite.

It is listed under "Season 1: Year of the Open Road" which is PF2E.

Dark Archive

The Ruby Prince closed exploration of Osirions tombs in Second Edition.
So this scenario as presented makes little sense.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Adventure, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

Is that the price of the new quests? It seems to be the same price as a quest pack of 4 quests, or a full scenario, which seems expensive

Paizo Employee Developer

13 people marked this as a favorite.
Marco Massoudi wrote:

The Ruby Prince closed exploration of Osirions tombs in Second Edition.

So this scenario as presented makes little sense.

I see you've been paying close attention to the blogs! All I'll say on that for now is that the Ruby Prince's strong restriction on exploration sure does sound like an interesting plot point for our Osirion adventures in Second Edition.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Very excited to see how that plot point turns out! Does this use a flip-mat or flip-tiles?

Grand Lodge

1 person marked this as a favorite.

As a quest, does that mean this is just a short 1 hour one-shot or 4 to 6 one hour quests?

Lantern Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This is the first of the new monthly one hour-ish quests.

Paizo Blog wrote:

You may have seen us talking about quests in previous blogs, but in case you haven't, we're going to be releasing more of them going forward. We're adding one quest to each month's releases starting with the launch of the Second Edition campaign, in addition to two Pathfinder Society scenarios. Having more quests allows us to explore more locations and stories, and it gives more content for times and places where people can't sit down to play for hours at a time.

However, quests in First Edition were a little challenging to handle because there were two forms those quests took: either a bundle of 4–6 quests that required players to play the whole series to earn the full rewards, or stand-alone quests that granted no XP, GP, or Fame. In Second Edition, we're building the campaign so that quests are a rewards-granting entity from the very beginning, even for stand-alone quests. With each being worth 1 XP, it should be easier to track their rewards—including no need for fractional XP.

Grand Lodge

Pathfinder Companion, Starfinder Adventure Path, Starfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
roll4initiative wrote:
As a quest, does that mean this is just a short 1 hour one-shot or 4 to 6 one hour quests?

the quests are basically designed to be short 1hr adventures you can play, kinda one of the parts from something like Honors Echo


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Card Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I've got a couple of questions:
1) Any organized/official way to play this at GenCon?
2) Will this be included in the Pathfinder Scenario Subscription?

Grand Lodge

michaelane wrote:

This is the first of the new monthly one hour-ish quests.

Paizo Blog wrote:

You may have seen us talking about quests in previous blogs, but in case you haven't, we're going to be releasing more of them going forward. We're adding one quest to each month's releases starting with the launch of the Second Edition campaign, in addition to two Pathfinder Society scenarios. Having more quests allows us to explore more locations and stories, and it gives more content for times and places where people can't sit down to play for hours at a time.

However, quests in First Edition were a little challenging to handle because there were two forms those quests took: either a bundle of 4–6 quests that required players to play the whole series to earn the full rewards, or stand-alone quests that granted no XP, GP, or Fame. In Second Edition, we're building the campaign so that quests are a rewards-granting entity from the very beginning, even for stand-alone quests. With each being worth 1 XP, it should be easier to track their rewards—including no need for fractional XP.

Hooray for quests granting 1xp now!

Paizo Employee Webstore Coordinator

7 people marked this as a favorite.

Price has been updated from $4.99 to $1.99, as quests are shorter and have less content than a full-length scenario.

The Exchange

Thanks! It was looking pricey for a Quest. Now, I may consider it for a Con that is happening in Montreal.

Grand Lodge

First World Bard wrote:
Any organized/official way to play this at GenCon

No. We normally offer quests in a free to play area in the Sagamore ballroom, but due to the low volunteer (GM) response this year, we had to cancel that area. The only place this scenario is being offered is as a supplement in the Academy area for the games for kids.

Paizo Employee Developer

4 people marked this as a favorite.

This quest uses one map.

The map is:
Flip Mat Classics: Ancient Dungeon.


5 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Card Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Any reason quests aren't a part of the PFS subscription?


No tab for leaving a review?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
First World Bard wrote:
Any reason quests aren't a part of the PFS subscription?

Can anyone confirm that this module is not part of the PFS subscription? I was already surprised to get module 10-22 in a recent auth e-mail.

Sovereign Court

Looks great! The chronicle sheet seems to have a "2" stuck in the Character Number field. Intentional or artifact?


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Aduaitam wrote:
Looks great! The chronicle sheet seems to have a "2" stuck in the Character Number field. Intentional or artifact?

Pathfinder Society 2nd Edition character numbers start at 2001.


Who would bother to drive anywhere or do the work of getting set up and everything, for a 1-hour game?

This makes no sense to me.

And they don't fit into convention time-slots either.

What was wrong with 4-6 quest packs?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

1) plenty of people as all those numbers are variable.

2) They’ll probably increase the number as time goes on, but this is the first season of the new system.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Loving this adventure. So many different ways to run it, perfect for a repayable scenario!! <3

Paizo Employee Starfinder Senior Developer

8 people marked this as a favorite.
Kataclasm wrote:

Who would bother to drive anywhere or do the work of getting set up and everything, for a 1-hour game?

This makes no sense to me.

And they don't fit into convention time-slots either.

What was wrong with 4-6 quest packs?

There are several big reasons for standalone quests at this time.

1) Each location has different needs. A 4–5 hour slot works great for a typical game store on a Saturday, but local traffic might mean that a community can't realistically run a full scenario on a weeknight. This provides more casually paced content, as well as more flexibility in how event organizers manage their areas.

2) Standalone quests are a solid option for recruiting, as one hour of gameplay provides a nice taste of the system without requiring a lot of commitment.

3) Standalone quests are solid options for when a game at a convention falls through or time is otherwise tight. "Okay, our two tables only had a few players show up. How about we combine tables, run a quest, and then grab dinner before the special?"

4) Quests are an excellent way to try out and train up newer authors. The monthly quests provide us an ample outlet to bring in new talent on smaller adventures.

5) Standalone quests are much more straightforward to outline and create, compared to linked quest series. A series often needs flexibility built in so that people can play adventures out of order, and the series needs a story that accommodates lots of little quests in place of a single scenario. The org play team's creative and has ample series ideas yet to see the light of day, yet creating standalone quests allows the developers to explore a much wider range of quest content than series alone would enable.

Lantern Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I’ll add a couple more.

I’m regularly running 1-A at the tail end of regular scenarios when the players have time to stick around for a little longer. I did that in two slots at Gen Con and I’ve done it two more times with our regular game days.

I’m also planning to run some game days where we run a bunch of the quests in a session. This will be perfect for our traditional Super Bowl Sunday Quest Game Day. With the old format quests, you didn’t want to stop between quests because you had to put the character on ice and get everyone back together. So, people usually had to bow out after the second set of quests because they didn’t have time for a 3rd. Now, people can pick their own cutoff and they can always come back and do the ones they miss later.

I would like to see as many of them as possible be repeatable. This is a great format for repeatable adventures.

We will also use them for John’s 1st two reasons. They are perfect for weeknights and my Pop-Up Gen Con GMs ran 1-A over and over to get people started with PF2.


roll4initiative wrote:
As a quest, does that mean this is just a short 1 hour one-shot or 4 to 6 one hour quests?

It can use either. I will be using flip maps when I run it.


michaelane wrote:

This is the first of the new monthly one hour-ish quests.

Paizo Blog wrote:

You may have seen us talking about quests in previous blogs, but in case you haven't, we're going to be releasing more of them going forward. We're adding one quest to each month's releases starting with the launch of the Second Edition campaign, in addition to two Pathfinder Society scenarios. Having more quests allows us to explore more locations and stories, and it gives more content for times and places where people can't sit down to play for hours at a time.

However, quests in First Edition were a little challenging to handle because there were two forms those quests took: either a bundle of 4–6 quests that required players to play the whole series to earn the full rewards, or stand-alone quests that granted no XP, GP, or Fame. In Second Edition, we're building the campaign so that quests are a rewards-granting entity from the very beginning, even for stand-alone quests. With each being worth 1 XP, it should be easier to track their rewards—including no need for fractional XP.

To answer you diectly, this is meant to be a one-hour quest.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I am thrilled about standalone quests and can't wait to see more of them. Finally I have content I can run for some friends on a weeknight!


Does this quest use any flip-mat?

Paizo Employee Organized Play Developer

Gaulish wrote:
Does this quest use any flip-mat?

It's up the thread a bit.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Michael Sayre wrote:
It's up the thread a bit.

I would find it very useful going forward (and going backward as well, for that matter) to have the list of maps included in the product description.

In fact, I'd find it useful for all product cross-linkages to be shown in the original post for every scenario, quest, and adventure.


Michael Sayre wrote:
Gaulish wrote:
Does this quest use any flip-mat?
It's up the thread a bit.

Thank you. Sorry I had missed it.

I bought it so for anyone interested, it uses the Ancient Dungeon flip-mat.


Scenario spoiler:
In encounter A5, for scaling in tier 1-2 it says to add one or two hidden pit in a corner of the room.

Hidden pits are 10 feet x 10 feet, right? So 2x2 squares on the map.
And I assume you can't put an hidden pit halfway under a color bowl, right? Wouldn't make much sense.

That means you can only put the two pits in the rightmost corners. But isn't that where the monster come from (it says "the piles of rubble on the eastern edge of the room..."). So that means the monster falls directly into the pit? Or since it can climb it walks on the walls?

Sorry for the very specific question about a minor detail, but I am just trying to see if I am missing something here.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Now that Quest #2 is out, I'm wondering, why is this PDF labeled as "Quest #1A" instead of just #1?

Paizo Employee Organized Play Developer

2 people marked this as a favorite.
Zaister wrote:
Now that Quest #2 is out, I'm wondering, why is this PDF labeled as "Quest #1A" instead of just #1?

We ended up changing to a flat numerical system. Initially we thought it would be the season number (1) followed by an alphabetical designation, but for various reasons we ended up changing to a flat numerical identifier.


Question for running pf2 tables. Is there a hard limit of 6 players, or can there be 7 players like in pf1. Ive not been able to find anything on that.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
nick gray 117 wrote:
Question for running pf2 tables. Is there a hard limit of 6 players, or can there be 7 players like in pf1. Ive not been able to find anything on that.

Legal Table Size

The minimum table size for a Pathfinder Society session is four players. The recommended maximum is six players. In cases where you simply cannot seat four players, the GM can run a table of three players, and can play an appropriately leveled pregenerated iconic character (or deputize players to do so) in order to meet the minimum table size of four PCs. Pregenerated iconic characters are available for 1st level and 5th level. Pregenerated characters of more levels will be available in the future.

If seven players show up to an event, rather than turning someone away, the GM can consider adding a seventh person to the table. She should check with the players to determine their preferences before running a seven-person table, as seven-person tables often overpower otherwise challenging adventures and limit the amount of time each player gets to shine in the given scenario.

Tables may not have eight or more players. If eight players show up to an event and there is more table space, see if one of the players can GM a game instead.

This information can be found in the Pathfinder Society Guide to Organized Play(Second Edition)


1 person marked this as a favorite.

Thanks a bunch. I just wanted to double check since i originally couldn't find this info. Plus someone had told me there was a cap of 6 pcs. Again thanks so much


I am new to Pathfinder 2 and to PFS. Our local con, in November, is running:

1-01 - The Absalom Initiation
1-06 - Lost on the Spirit Road
1-07 - Flooded King's Court
1-04 - Bandits Of Immenwood

These are all listed as T1-4 here on the website. As I understand it, T1-4 means there is a Lvl 1-2 mode and a lvl 3-4 mode of these.

1) If I start a brand new character in these, starting with 1-01 - The Absalom Initiation, can I play in all of them?

2) Do they have to be played in order?

Even playing all of these, I think I can only get to Level 2 with my character.

Sovereign Court

Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber
Nitehood wrote:

and it, T1-4 means there is a Lvl 1-2 mode and a lvl 3-4 mode of these.

1) If I start a brand new character in these, starting with 1-01 - The Absalom Initiation, can I play in all of them?

2) Do they have to be played in order?

Even playing all of these, I think I can only get to Level 2 with my character.

1) Yes!

2) They do not need to be in order. Though 1-01 Absalom Initiation is a great scenario to start with, as it teaches you a bit about the Pathfinder Society.
3) Yeah sounds about Right. Should be around Level 2 , if you play all of these.


Jib916 wrote:
Nitehood wrote:

and it, T1-4 means there is a Lvl 1-2 mode and a lvl 3-4 mode of these.

1) If I start a brand new character in these, starting with 1-01 - The Absalom Initiation, can I play in all of them?

2) Do they have to be played in order?

Even playing all of these, I think I can only get to Level 2 with my character.

1) Yes!

2) They do not need to be in order. Though 1-01 Absalom Initiation is a great scenario to start with, as it teaches you a bit about the Pathfinder Society.
3) Yeah sounds about Right. Should be around Level 2 , if you play all of these.

Thanks! They really dont give a level on the Event sign up. And I am playing 1-01 - The Absalom Initiation first, then 106, 107, and then 104

I just didn't want to get there and the GM say, "oh you have to be Level 4 to play" or "you have to play 10x first"

Another question.. Did the factions change in PF2?

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