Pathfinder Society Quest 1A: The Sandstone Secret

5.00/5 (based on 1 rating)

Our Price: $1.99

Add to Cart
Facebook Twitter Email

A Pathfinder Society Scenario 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

Product Availability

Fulfilled immediately.

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

PZOPFQ0001E


See Also:

Average product rating:

5.00/5 (based on 1 rating)

Sign in to create or edit a product review.

Wonderful Scenario!

5/5

So the site ate my first review, so I'll try to summarize. There will be spoilers.

Background: We had a table of 7 players. We had to play up with a level boost, as we had one level 3 cleric. The layout of the quest made it easy for me to pick the proper encounter, which is a big plus. The mummies were still a very hard fight. Many of my players were on the verge of dying and the group thought it might have been a TPK, but the level boost and the design of the monsters made it a-okay without any fudging.

Overall: The theme is perfect for a new group of Pathfinders. It helps highlight what the society is all about, gives some quick checks to help demonstrate some core tennants and facts about the Society, and takes us to one of the most iconic destinations for an adventuring archaelogist. The descriptions of the rooms were all on-point. The history of the site engaged even the newer pathfinder players who were all eager to learn more about the backstory of the ruins!

Social Encounter: This was one of the highlights of the quest and the players had a great deal of fun here. The antagonist was memorable and very easy to hate. The placement of the bored guards made them relatable in a way that lead to a positive roleplay experience. My only quibble was putting the guys name on his portrait when he was operating under an alias. I also wish the product specified if the guards would take him under custody if he survived the encounter, but I assume they would since he clearly was taking advantage of his position in the government and the Pathfinder Society has quite a bit of clout, even if they aren't in the best political position with Osiria right now.

Hazard: My biggest quibble here is the placement of the trap. The book says its on a door, but the map shows it in the hallway. Are we supposed to move it if we use the electricity arc trap? Maybe I misread, but it wasn't a major issue (i.e. no players noticed).

Encounter: Big bulky monsters with limited per-round actions, no reactions and weakness to positive energy and fire makes for a super exciting fight. The monsters will take lots of hits, letting me roleplay getting hurt and making sure the players can all have a chance to contribute. The monsters do hit very hard, but with the new dying rules and the lower action count it just makes the fight challenging (but not impossible). My only complaint here are the constructs, as hardness can very much overwhelm a level 1 party.

TLDR: I'd gvie this 4.5 stars if I could, for the minor issues above. The backstory made up for it enough that I'm not going to hold the product's rating accountable. It was a memorable evening for everyone involved, and they were talking excitedly about it the next week, which to me is the mark of a good product.



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

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

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

10 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

1 person 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 Adventure, Adventure Path, Card Game, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber

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

6 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

Pathfinder Adventure Path Subscriber
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

3 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 Adventure, Adventure Path, Card Game, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber

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


No tab for leaving a review?


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter 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, Starfinder Adventure Path, Starfinder Maps 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

Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Rulebook Subscriber

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

Paizo Employee Starfinder Senior Developer

2 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

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.

Community / Forums / Paizo / Product Discussion / Pathfinder Society Quest 1A: The Sandstone Secret All Messageboards

Want to post a reply? Sign in.