A Pathfinder Society Scenario designed for levels 1–4 (subtiers 1–2 and 3–4).
An unexpected alliance begins! The masked priest Narsen invites the Pathfinders to the city of Xer in Razmiran, a closed nation dedicated to Razmir, the Living God. Normally insular and isolated, access to Razmiran represents a unique opportunity for the Pathfinder Society. Narsen has even sweetened the pot by offering to fund the repair of an old keep to serve as the Society's new lodge. As the first Pathfinders arrive to oversee repairs on the lodge-to-be, will this mark the historic first moment in an unlikely partnership, or will it trigger a disaster of unmitigated proporitions?
Written by: Alex Greenshields
Scenario tags: Faction (Envoy's Alliance)
[Scenario Maps spoiler - click to reveal]
The following maps used in this scenario are also available for purchase here on paizo.com:
This was the first game I've ever GM'd, and I think it went very well for me and my players - but it could easily have been a terrible experience, if I hadn't been lucky enough to avoid pitfalls other reviews have already mentioned.
* I was playing with a group of friends who had nowhere else to be that night. The game took more than 7 hours. That included a small-to-moderate amount of roleplaying with the villagers, especially while Talking To Locals. The players who really enjoyed roleplaying had fun, and the others got to listen and roll on repair checks.
* I was slightly obsessive in preparing for my first-ever game. I made a half-index-card for each possible repair, with the repair name and prerequisites written on top and with a box for every work-day. I handed them out as the players explored each area to be repaired, so the players could arrange them in a sensible order and lay them on the appropriate part of the map. I noticed a pattern in the DCs of the repair tasks so I wouldn't need to refer to any papers for those DCs. I put together an NPC sheet for the players, with the villagers' names, jobs, attitudes, and descriptions of the corresponding minis, which I organized into sensible groups (e.g. everyone with an important profession had a distinguishable outfit, the Carpenters carried axes, everyone in the Inn wore green).
* I made the players mark off attitudes and repair tasks, using my handouts. I think it helped them feel more involved in the tasks, and it definitely helped me keep track of what they were allowed to do at any given time.
When I started preparing all that, I thought I was going overboard, but now I would not recommend running this scenario without similar handouts and a similar amount of time. There's so much going on that you pretty much have to give the players something or you'll constantly have to remind them of all their options, and the provided materials are really only suitable for a GM since they contain spoilers and/or numbers the players shouldn't see. And the repair minigame takes so long that the scenario would feel very rushed if you were limited to only 4 or 5 hours.
But, if you do have enough time to prepare and enough time to play, there's a lot of interesting lore behind the scenario, and it feels like the characters are doing something meaningful in the world. I hope there's more to come in this storyline!
I love this module. Screwing with the Razmirian's is such a nice treat. But you will hit a time crunch on this FAST. There is so much here, maybe too much.
I think the mini-game of rebuilding a keep could have been cut down by half.
If you don't have a people that are good at diplomacy AND a player that loves keeping track of charts, you will be hurting on time fast.
This plot reminds me of the OG 32-page modules in terms of how much story and content there is in this module.
Love that! 32-pagers were my favourite way to play PFS.
The problem is that the word-count and slot time limits mean you have to rush everything to get it all done, and then the combats feel quite disjointed as a result.
I ran this over 2 4.5 hour slots to try go the other way, and by doing there wasn't enough detail to be interesting, so it feels too packed but also not detailed enough to tackle either way.
The good:
Its Razmiran! I was looking forward to running a scenario in which the Pathfinders would be required to co-operate with the Razmirans. I think the Mask Liason's rationale for reaching out an olive branch to the pathfinder society was plausible and as a GM I would have like to have more opportunity to have the party engage with him more. And for that matter, the more interesting NPCs in the town itself.
The bad:
The first two encounters are trivial and not very engaging
The skill focused mini-game was tedious and uninspired and took up way to much of our time slot. Which like many others, ran way too long. Costing us the final wave of the last battle.
I think there was a missed opportunity to focus more on the intrigue quests from the PFS factions rather than the mid point mini-game.
There's just too much here. The encounters are fine, the story is good, the minigame is overly complex and painfully time-consuming. Thinking constructively, two things could have been done here: 1) the repair minigame could have been drastically streamlined to run in an hour; 2) the scenario could have been expanded into a full module (or two-parter) to justify the time investment needed. I think the author should be commended for entertaining fights and a tense story, but the subsystem needed a firm editing hand to make it work.
Coming up with the backstory of who you pissed off to get assigned to deal with this f*~#ery is going to be hilarious.
At one point in time, I suggested the cover could just be Venture-Captain Holgarin Smine staring directly at the viewer with smoldering disapproval. We did not go that route, but I know in my heart that Smine's gonna have that look on his face every time his "neighbor venture-captain" comes up in conversation.
Pathfinder Adventure, Adventure Path, Maps, Starfinder Roleplaying Game Subscriber
Iammars wrote:
I feel like the part that no one is talking about is that this is written by Alex Greenshields.
You know, right?
Red Harvest?
A Case of Missing Persons?
THE DALSINE AFFAIR?
Nothing good is coming of this scenario.
That being said, I am so excited to run/play this. I _love_ Alex's scenarios.
........Oh dang. One of those scenarios was the only TPK I ever had. And it WASN'T Dalsine Affair (surprisingly, we survived that one...). I'm very excited.
I mean, if I were an evil god with my own country and a lot of bad press because of my "inhumane" government practices and "doubtful divinity", I'd definitely want to establish a good relationship with the only organization printing an internationally distributed news journal. And I'd encourage my priests to enlist and take every job that seems like it even might get me a front page article with a title like "Razmiri Priest Saves Orphans From Abuse" or "Razmiri Pathfinders Rally to Save River Kingdom from Sedition". Especially if I also had one of my non-Pathfinder priests inciting said sedition, so that no matter what happens, I'm on the winning side.
I had no hopes or expectations for this wretched place and was still let down.
I laughed really hard at that. Thank you, Rysky!
I think an important element to keep in mind for the social dynamics of Razmiran and the Pathfinder Society is that we, as outside observers, have a lot of information people in-world don't. Razmir's priests (and probably not the lowest ranking ones), well-educated Starstone scholars, and probably a few old and powerful beings know that Razmir isn't really a god, but they're probably the only ones. And even for people who do know or suspect, not actually being a god isn't necessarily a big deal. There are entire cultures who worship things like eidolons or the power of undeath because they find those forces more reliable than "real" gods. The guy who levels the cities of non-believers and keeps the dragons from eating everyone probably feels a lot more divine than the one who doesn't.
There also hasn't really been a living god other than Razmir flouncing about Golarion since Aroden activated the wrong divine aeon stone and blew a hole through his noggin (according to a gnome I met once). That means that getting agents inside Razmiran or convincing a Razmiri priest recruited into the Society to spill any beans at all about "the truth behind the iron-masked curtain" would be the scoop of the century and exactly the kind of thing the Society would be willing to take some risks for.
So maybe look at this like, I don't know, Rocky IV where the Pathfinder Society is training in Russia and both sides are pretty sure they're enemies but the chance for a new understanding, mutual respect, peace, or even just payback is enough to keep both parties at the table until the bell rings and someone has to be the winner.
It’s an interesting position, having run/read all of the Society content that gives you a perspective outside of a Golarion native. Kind of like you have many scrying portals open to all of the events, watching but unable to change more than minor details.
And *nods* Even if he was a god mine and my character's reactions wouldn't change much. There's lot of Evil gods in Golarion, do you let them all tell you what to do?
And *nods* Even if he was a god mine and my character's reactions wouldn't change much. There's lot of Evil gods in Golarion, do you let them all tell you what to do?
And *nods* Even if he was a god mine and my character's reactions wouldn't change much. There's lot of Evil gods in Golarion, do you let them all tell you what to do?
So, I don't know where to post this, but I am GM'ing this scenario next week, and one of the monsters is listed as AC 1. Anyone know if there is a correction somewhere?
The Challenge Point chart at the back also has an error in it, listing the same information twice when there should be a subtier difference in there somewhere.