A Pathfinder Society Scenario designed for levels 3-6.
The Pathfinder Society is looking to reinforce its bonds of friendship with the Farheaven Clan of Sarkoris. A group of Pathfinders visits with the leaders of the clan and learn that they can be of assistance by travelling to the now demon-infested city of Storasta, lost to the Sarkorians generations ago. There, the Pathfinders must reclaim the remains of several honored dead interred within the boundaries of the settlement, all while trying to avoid the attention of the fiendish forces that still dwell within the city.
Written by Kendra Leigh Speedling
Scenario tags: None
[Scenario Maps spoiler - click to reveal]
The following maps used in this scenario are also available for purchase here on paizo.com:
Okay, yes, the secondary prestige condition sucks. It's not great.
With that out of the way, this scenario starts strong, but by the halfway mark, loses a lot of steam. It feels a bit to me, as a GM, as if it missed a bit of polish. Especially the second half is mostly empty rooms with a skill challenge. I found it difficult to make engaging. Luckily my players rolled with it and had fun.
I like the roleplay encounter in the middle. It allows for some cool imagery and creativity from the players.
All in all, I'd rate this three stars as-is. A good GM might elevate it to four, but it certainly has the potential to fall flat, I feel.
A well-written scenario, with a good mix of interesting villains and interesting things to do.
My only gripe is that the final check is a single d20 roll, and that makes for really swingy outcomes at the very end. I realize those are the mechanics laid out in the rulebooks, but it just doesn't feel appropriate for a PFS scenario to be so dependent on a single roll.
Everything up to that point, though, was superb, and I immediately bought the scenario to GM.
This overall falls between a 3.5 and a 4 for me. It's hard to say.
I played this in high tier and GMed in low and high tier.
Spoiler:
I definitely liked the story, I definitely liked the premise of the mists' questioning, that was something different to experience as a player. As a GM, I noticed that some players were more elaborate than others, and a few were caught off guard.
The first two fights felt quite straightforward in both tiers. These fights were reasonably challenging but did not drag too long in low tier. In high tier, the first encounter ran long. The final part in the cave felt like it dragged on, although one of my groups really struggled with the final fight. I thought that recovering artifacts in the cave was fine and made things interesting, but depending on how players want to roleplay, they could really drag it out if they wanted to. Having run this scenario at two different cons, I'm thinking the more CP the group has, it not be ideal in a con setting with set timeslots.
I like the basic story and how this scenario moves forward with it's challenges. There can be a lot of conditions on this one which slows it down. Fights are challenging and there's a nice mix of them and they work well on the high tier. It also continues the story line of Farheaven Clan and I think it's nice to go aid places and characters we have interacted with before.
If I would rate this based on only the high tier I could give this four stars but the horrible adjustments this does for the low tier makes it more of a suicide mission for most groups.
Play this in the 5-6 range and skip the 3-4 if possible.
Spoiler:
Who though that 30 ft exploding things that do the same amount of damage as in high tier are suitable for the low tier (if you only have a full table of third level characters)? This is also done without any save so the PC:s have no chance to lower the damage.
I think our Gm was missing a lot of things. But in general going into the third act (the cave) was difficult because multiple condtions happen which stack with each other. (like stupefied on a success.)People were confused (like the weakness to good, was being understand as a weakness to positive) 3.5. The story was good, it was only the end could have been better.
Also, I hate (love) Kamicaze leshy. Why we don't have this type of ability in a feat or something. Each time, they have this effect.