Pathfinder Society Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch

3.30/5 (based on 20 ratings)

Our Price: $8.99

Add to Cart
Facebook Twitter Email

A Pathfinder Society Scenario designed for levels 3–6 (subtiers 3–4 and 5–6).

In part 2 of The Perennial Crown, the PCs must evade the fearsome fey known as the Thorned Monarch. This unrelenting tyrant will stop at nothing to hunt down the PCs and claim their discoveries for themself, bringing to bear not only their awesome physical and magical power, but also manipulating the innocent Bhopanese citizens in their desperate attempts to stop the PCs from fleeing Bhopan with the one item that could put an end to the evil fey's ambitions.

Written by: Alex Augunas

Scenario tags: Metaplot

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Society Scenario Subscription.

Product Availability

Fulfilled immediately.

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

PZOPFS0117E


See Also:



6 to 10 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

3.30/5 (based on 20 ratings)

Sign in to create or edit a product review.

Well done

5/5

1-16 and 1-17 remain my favorite scenarios of season 1, now that season 1 is well past us. Other reviewers have already mentioned the sheer epicness of this two-parter, so I won't dwell on that except to say: YES. I have run both of these multiple times and would run them again in a heartbeat.

The skill check section at the beginning of 1-17 is nicely flavorful. Of course, it is entirely possible players will get into the first combat debuffed--that is the point. The justification for some of the treasure bundles is a bit silly but never mind that - the heavy-handedness of their placement can be forgiven. The chase scene is amazingly cool when set up right, instilling urgency and real tension. The boss fight is designed to be somewhat challenging even for well-balanced parties made of PCs that are all in the "right" tier, which I personally believe is the preferable approach. GMs who run for parties that might not fit this description should exercise the considerable freedom they have available within the strictures and tactics specified by the scenario.

As a GM, there are two things that make a scenario rewarding for me: first, the opportunity for a GM to add their own unique value to the experience; and second, the ability to place the players into situations where their hearts legitimately race and all their minds are directed towards a goal which actually matters to them at a visceral level.

This two-parter absolutely ticks those boxes for me.

As with all the scenarios that I love, this is not what I would call low-prep. But the payoff is worth it.


The aliens to part 1's alien

5/5

This has a more "action movie" bent to the two-parter. The scenario always felt like there was a strong pace to it, and that while the group was powerful we'd just uncovered something beyond our capabilities.

As such when we were escaping the island there was a lot of tension, and a good use of infamy mechanics during the scenario.

Our group copped the infamy, and two of our 5 players have characters that behave significantly differently in roleplay as a result of this scenario.

That alone gets it 5-stars.


Running, running, running!

4/5

This is best played right after part one with how it picks up. Doing that, made this adventure feel all the more exciting. Doing this one with out doing part one first, I might not thing as highly of then. Heck, I might even knock a star off if I had not played part one right before this one.

It's not often that I get to feel like a hero and a Pathfinder and this one gave me that feeling. I love scenarios where you help people that are really in danger. Not just the "oh they are in danger but mechanically they are invulnerable", no I mean in danger of the surroundings and in danger of you too. Pathfinder 2e's rule of making everyone trained in their own hands comes in handy here. Oh...did not mean to make that a pun.

The chase mechanics can be dangerous. Our parties rolls turned really well but I could see this being a pain if luck turns against you in it. But I can also see it being a nail biting chase so...it breaks on the side of good for me.

Combat at the end was not what I was expecting, and that is a positive. It's nice when a melee character is not useless in combat where ranged people are powerful. I sometimes felt stronger than the casters. I like that, I feel like I'm helping. I'm not sidelined.

Overall, best played right after part one. If not, your mileage might vairy.


A Finicky Finish

3/5

I GM’ed this for high tier.

1-17 The Perennial Crown Part 2: The Thorned Monarch is the second-half of the Perennial Crown mini campaign, written by Alexander Augunas. It is the climactic second act of the campaign, where the PCs must rescue themselves, and innocent bystanders, from the thousand-year-old machinations of the season’s recently-revealed villain.

However, if 1-16 could be called a strong start replete with interesting opportunities to explore Bhopan’s culture and people, 1-17 is something of a shaky finish packed with combat and skill challenges, and very little time to breathe or think.

Part of this is by design. The narrative demands a sense of rising tension leading to the dramatic showdown with the scenario’s villain. In this sense, the constant state of urgency is expressed rather well. Limiting opportunities to rest and recover, and throwing PCs from skill challenge to encounter, or encounter to skill challenge, certainly adds a sense of drama and tension. There is a desperation present, a notion that the PCs have stumbled across something they cannot possibly defeat, and now they must rescue themselves and their allies from danger before everything is lost.

Furthermore, the scenario introduces consequences to what the PCs have done in Act 1. Although the PCs were offered the opportunity to earn advantages in their efforts there, those advantages come with a price that is paid in Act 2. I appreciate the effort to mechanically tie consequences into the narrative, although I will touch on why this doesn’t work out very well later. For now, let me just say that I commend the effort and would like to see more multipart stories try to do this.

Now, onto the challenges. The scenario opens with a series of skill challenges which I am, honestly, not a fan of. These skill challenges present no interesting choices to the players and feel like they exist to fill time. Moreover, they punish groups for being unlucky, taking away treasure for no discernable reason. There is no sense of consequence for failing these checks. You had to make them, you failed, and you were punished by narrative fiat. It would be far better, I think, to present the PCs with interesting decisions that force them to weigh risk and reward. Exploring a side tunnel might unearth interesting treasure, or it might expose them to mind-corrupting fungi. Or both. But the current skill challenge paradigm just doesn’t work for telling a good story--it’s just giving players a reason to roll dice.

After the challenge are a series of combats. Neither are particularly noteworthy, but are designed with enough tactical interest to keep players engaged. My party, a group of four martial classes and two clerics, definitely took a beating in some places, but always managed to clinch victory in the end without much risk of a TPK.

Then comes the chase. As with 1-16’s debut of the Infiltration rules, 1-17 serves as an introduction to chases. However, the PCs are not the pursuers in this particular chase, but the pursued, fleeing a foe they cannot hope to defeat. In a sense I rather enjoy this as a way to urge PCs to run away and, like 1-16, the chase rules are light-weight and comprehensive enough to easily explain.

If I did have one objection, however, it would again refer to the way the scenario’s reward scheme is structured. If you do not perform perfectly in the chase--including multiple critical successes--you won’t get the treasure. Simple as that. Personally, I think this isn’t a very interesting situation and would rather have tempted players with the treasure, even though their foe was close behind them. Going back to my emphasis on consequences and choice, having the players leave the treasure behind because they chose safety over danger (at least this once) feels a bit more fair than simply saying “well you barely made it back, so you missed out.”

But let’s talk about the elephant in the room. Something you're probably aware of if you've talked to others about this scenario, or read other reviews. If the Grand Dance was the setpiece of Part 1, the climactic conclusion with a huge monster definitely the highlight of Part 2, and also where the PCs learn their previous choices carry dire consequences. Or so it would seem.

Here’s the problem--and stop reading now if you want to avoid spoilers--the final fight is just too damn hard. Yes, the villain is dramatic and powerful and, quite frankly, terrifying. The players in my group felt a real, visceral fear in fighting this thing, and collectively breathed a sigh of relief when they finally defeated it. The victory was hard-won, but that had more to do with luck than anything else. I will explain.

Explanation:
The final boss is a monster with level + 3 of the base party. If you know anything about the mathematics that inform PF2E’s design, you realize how powerful this is. Players need, on average, to roll a 15 or better to even hit this thing with an attack, and its save DCs are high enough that even classes with relatively strong saves, like clerics, have difficulty making them. And this is where the consequences come in. Characters who have made a blood offering suffer a -1 status penalty to saving throws against Qxal’s abilities. But this really doesn’t do much, because Qxal’s save DCs are high enough that PCs already have a high chance of failing them. It sort of robs the weight of the consequence of making a blood offering to earn the Edge Points and Diplomacy bonuses in Part 1, because it’s very hard to say “if it weren’t for that -1, I would have made that save” due to the fact that some players only have a 30% chance of saving anyway.

When it comes to encounter design, I would ask authors and designers to reconsider the “big boss” paradigm. Although such foes do add a sense of grandiosity and scale to a storyline, they are also extraordinarily frustrating encounters for unlucky groups, who often feel like their poor performance is due to bad rolls rather than bad tactics. Indeed, my party executed rather clever strategies against this foe, but still felt stymied by a rash of bad luck and low rolls. Furthermore, the foe’s massive crit rate made the combat feel extraordinarily swingy, and left most players feeling bitter during the combat’s low point.

A Note About Equalizers:
The PCs very quickly picked up on the fact that scenario intends for them to use the cannons against Qxal’s manifestation. However, these cannons were not immune to bad luck, and missed shots on the cannons really brought the energy in the room down.

1-17 is an ambitious scenario that attempts to provide a tense and dramatic conclusion to the rising action of 1-16. However several flaws in the scenario’s design detract from the otherwise excellent atmosphere developed by the mechanics and narrative. 1-17 might have been one of my favorite scenarios, with one of my favorite fights, had it not felt unbalanced against the players.

In the end, I still recommend 1-17 as a scenario, since I think it provides a good bookend to the story established in 1-16, and the boon isn’t too bad. However, I would caution players going into it that the scenario is going to be a hard one, because unless they are very lucky they are going to suffer, and they will need to find success in failure. Because sometimes, as Pathfinders, getting out alive is reward enough.


Okay, I don't like starting review with complaining about other reviews...

5/5

...But seriously, I was expecting something way worse experience from the other ones.

For sake of transparency, I run this for five player party with level 3, 4, 4, 5, 6 for total of 18 CP on lower subtier.

Okay so first: Yes the boss is severe level boss that is 3 level higher than lower level of the players on the tier. Yes that is bad is party with mixed characters of low and high tier players on the higher tier, but that is always the case when characters players up in this edition, you want to avoid it as much as possible anyway.

I was worried about the mooks with fascinate in final encounter(especially since my party had max amount of them), but as it turns out, the save was low enough that only 3 of characters failed it(and one of them was animal companion) so it wasn't exactly hard for them to prevent it.

And one of reviews here ignore that the "bonus" on final encounter is REALLY really strong vs the final boss. Like my party missed twice with it with really bad rolls and then crit majority of boss' health. Fireball also did massive damage to boss and as it turns out alchemist are greatest weakness of bosses with elemental weakness due to spash damage triggering the weakness.

But yeah, I acknowledge that boss fight is hard and with certain party combination it can be extremely hard. I acknowledge that chase scene is scaled weirdly(its hardest for 6 level 3 players and incredibly easy for higher tier characters). But none of it is as broken or unfair as other reviews make it sound.

...I think I spent most of the review rebuting other reviews.*sigh* Anyway, so here is what you need to know: This duology is what Devil at the crossroad and lodge of living god should have been: Split the roleplaying part and action heavy part into two different scenarios. Those two scenarios are great but run too long for single scenarios and would have worked better as two part scenarios.

Besides that I thought action worked well(though I can see why parties with composition not suited for them or with really bad luck would disagree, but I can't help but feel that other reviews either didn't give scenario chance, run into borderline situation that won't happen to most parties or had GM run it weirdly), the scenario has incredible descriptions of events. Like the one for manifestation shows up? Yeah everything from that point onward is gold if you ask me.

There are two things I WILL critize the scenario for though: To get second fame, you pretty much need perfect dice luck or give up all the treasure bundles you found(the first condition for it is possible to fail with bad luck but players need to be careless) Well perfect is exaggeration, but point is that I could see some parties being screwed out of it with just bad luck.

Second thing is that I do agree its kinda bs that mooks in final boss encounters are in theory capable of tpking the party with just bad luck :P They don't even have incapacitation trait despite their effect being that trait's description basically. It wouldn't be bad in normal four level 3 player version with just one of them, but depending on party composition the scaled up versions can make that more likely.


6 to 10 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Paizo Employee Webstore Coordinator

1 person marked this as a favorite.

Announced for March! Product image and description are not final and may be subject to change.

Contributor

8 people marked this as a favorite.

MY BABY!!!


6 people marked this as a favorite.

Just wanted to drop by and say: I've ran this already since I've written part I of the saga, and Alex has wrought pure GOLD here.

Seriously, this adventure beats many campaign-finales in just how epic it feels. I'm super-excited to see the final version!!


4 people marked this as a favorite.
Pathfinder Roleplaying Game Charter Superscriber

I cannot wait to check this series out! Enz + AA = PURE GOLD!!

Scarab Sages

Does the metaplot tag indicate that this is part of a series, or is that referencing an ongoing plot of the season?

Scarab Sages

Ginasteri wrote:
Does the metaplot tag indicate that this is part of a series, or is that referencing an ongoing plot of the season?

The latter.

You know a scenario is the former if the title is like 'Ongoing Series Part X, A New Subtitle'

The above scenario is both sequel and metaplot scenario.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Huh. I'm honestly curious though,

my playstyle is pacifistic anyway but:
do players in PFS ever choose to do things that gain infamy? xD I mean, you ARE supposed to warn players that the action would gain infamy, so players can't stumble on it accidentally. I would be surprised if majority of people kill the reporting note character since you get infamy for it :p Unless GM forgets to tell about infamy I guess. I do know that lot of bad guys you can optionally spare after combat get killed in society, but I don't know in general whenever there is "hold back to avoid killing someone not clearly acting in their right mind" encounters if those npcs usually survive unless its main objective :p

The Exchange

2 people marked this as a favorite.

Auuugh.. I really want to buy both of these, but it just keeps saying "Your request produced an error." Boooooooooo.. Hopefully that's fixed soon. It sounds like these are going to be great, and just what we need for our TTS sessions.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Ga'reth wrote:
Auuugh.. I really want to buy both of these, but it just keeps saying "Your request produced an error." Boooooooooo.. Hopefully that's fixed soon. It sounds like these are going to be great, and just what we need for our TTS sessions.

You can avoid that by either cleaning your browser's cookie cache or using incognito mode if you don't want to delete cookies

The Exchange

1 person marked this as a favorite.

My hero, Corvus! Clearing cache didn't work, but incognito window did. Really weird - I had bought something only a few hours before with no problem.

Liberty's Edge

3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

FEAR THE MIGHTY MONARCH!

Grand Lodge

2 people marked this as a favorite.
Alexander Augunas wrote:
MY BABY!!!

You're baby's first combat encounter made my players want to kill you.

It was wonderful.

Dark Archive

2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

I have to say that I'm baffled by the reviews since my experience running this scenario was much better than I was led to believe from reviews. I dunno if I got lucky, but this scenario is way better than 3 stars if you ask me :p


1 person marked this as a favorite.
Pathfinder PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber
Alexander Augunas wrote:
MY BABY!!!

Questions for the author:

Question 1:
Are GMs intended to warn about the possible infamy with King Webhekiz?

Question 2:
In the Chase, does it take the turn of the manifestation to damage the party, or does it happen without an action, as soon as the manifestation catches up?

Question 3:
At the conclusion, if the players offer up the Treasure Bundles they found, are they intended to lose the treasure bundles, or are they compensated for their noble deed?

Contributor

1 person marked this as a favorite.
CorvusMask wrote:
I have to say that I'm baffled by the reviews since my experience running this scenario was much better than I was led to believe from reviews. I dunno if I got lucky, but this scenario is way better than 3 stars if you ask me :p

Thank you, that's wonderful to hear! If anyone is a World of Warcraft player, I was heavily inspired by the Battle for Dazar'alor raid and the Halls of Reflection dungeon when writing this!

Spoiler:

I wanted a scenario that captured the feeling of being in this fantastic location with chaos all around you while you're fleeing from something truly horrific.

Contributor

2 people marked this as a favorite.
FLite wrote:
Alexander Augunas wrote:
MY BABY!!!

You're baby's first combat encounter made my players want to kill you.

It was wonderful.

I'm okay with being the Jack Sparrow of OP authors.

Quote:


Your players: "That combat encounter was too hard! You're the worst author I've ever heard of."

Me: "But you have heard of me."

I'm glad you enjoyed the scenario!

Contributor

The Kulak wrote:
Alexander Augunas wrote:
MY BABY!!!

Questions for the author:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

So, all three of these questions are better suited for a developer than an author. I don't want to tell you that it's okay to do something that inadvertently creates table variance on a massive scale after all!

I'm sure this isn't the answer you wanted, and I profusely apologize. I just don't want to get into a situation where I said something that doesn't align with OP and cause them trouble. ^_^"

Paizo Employee Organized Play Developer

4 people marked this as a favorite.
The Kulak wrote:
Alexander Augunas wrote:
MY BABY!!!

Questions for the author:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Re: Question 1, the GM should always warn the player(s) that a PC action is about to earn a point of Infamy. It's in the Infamy rules:

"When a character expresses the intent to perform a wantonly evil or callously criminal action and you inform them that their action would be considered an evil action, if the character still persists in performing the action, apply a point of Infamy to the character."

A GM should never give out Infamy without first making the player aware that their PC's actions will earn it.


So, this scenario has only nine treasure bundles. Is this an error or was it intentional?


Pathfinder PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks for the clarification on the Infamy, I'm glad I ran it correctly. Can you clarify the second two questions, Michael?


1 person marked this as a favorite.

Is there any clarification that can be provided on what level the Fey Influence feat allows the spells to be cast at (given that half of them can be heightened)?


Pathfinder Maps Subscriber
Michael Sayre wrote:
The Kulak wrote:
Alexander Augunas wrote:
MY BABY!!!

Questions for the author:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Re: Question 1, the GM should always warn the player(s) that a PC action is about to earn a point of Infamy. It's in the Infamy rules:

"When a character expresses the intent to perform a wantonly evil or callously criminal action and you inform them that their action would be considered an evil action, if the character still persists in performing the action, apply a point of Infamy to the character."

A GM should never give out Infamy without first making the player aware that their PC's actions will earn it.

I think this should be explained a little better. Because the next paragraph in the Players guide makes it sound like if it is a scenario based decision then it shouldn't be warned. Otherwise, why would you present an option only to tell a player it is not an option. "Beyond GM intervention, some scenarios and written products may present evil solutions to situations. These actions will be called out within the adventure text as causes to give a character partaking in them a point of Infamy. Still, the GM is the final arbiter on what constitutes an alignment infraction and when Infamy is gained by a character at the table."

Lantern Lodge

The adventure is good but the beginning adventure needs to be re ovulated and instructions for more enemies in the last scene for more people needs to be more clear as to make it a instant tpk.


Hi, I have a question about this scenario.

spoiler:

In Webhekiz's Vaults, there is a hazard called Blood Haze:
Blood Haze wrote:

A contingent of canine-featured Bhopanese guards has wandered into the passage ahead, into a sanguine haze. The guards tear at each other in confusion, unable to tell friend from foe.

If the PCs fail to overcome the hazard, this is the listed outcome:

Failure wrote:

The PCs succumb to the blood haze themselves, blacking out and taking 2d6+5 damage (2d10+13 damage in Tier 5-6). When they come to, the PCs discover blood on their weapons and all the guards dead. The lingering mental fog leaves the PCs stupefied 1 for 10 minutes (until after the encounter in area A).

The main penalty for failure seems to be some damage and the stupefied condition, but it is implied that the PCs kill the guards while under the confusion effect of the blood haze.

It seems that this action (killing the guards) could trigger the anathema of certain deities. For example, Apsu has this anathema:

Apsu's anathema wrote:

Attack a creature without certainty of wrongdoing

A strict reading of the scenario text, along with the anathema, certainly makes it seem as though a PC failing the hazard would run afoul of the anathema.

On the other hand, the Guide to Organized Play states:

Guide to Organized Play wrote:

To allow a wide variety of characters in Society play, the rules around edicts and anathema are slightly relaxed. It is generally assumed that all characters can participate in Pathfinder Society adventures without running afoul of their deity’s edicts and anathema—attempting to perform the primary objective of an official Pathfinder Society mission by itself will not cause a character to fall out of favor with their deity.

In order to complete the scenario, the PCs must attempt to pass through the Blood Haze hazard, and can fail simply due to bad luck.

So my question is, does failing the Blood Haze hazard trigger relevant anathemas?

Thanks!


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dire Mosasaur wrote:

Hi, I have a question about this scenario.

** spoiler omitted **...

They have no control over it, so similar to if they were confused or dominated, it really doesn't make sense to punish the players.


elisaelli wrote:
Dire Mosasaur wrote:

Hi, I have a question about this scenario.

** spoiler omitted **...

They have no control over it, so similar to if they were confused or dominated, it really doesn't make sense to punish the players.

Thanks for the input. It's actually my character that this happened to. I'm trying to decide if I should get an atonement (not strictly needed, as my character isn't a cleric or paladin, but I feel like the character would still care).

Community / Forums / Paizo / Product Discussion / Pathfinder Society Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch All Messageboards

Want to post a reply? Sign in.