Pathfinder Society Scenario #2-19: Enter the Pallid Peak

3.40/5 (based on 11 ratings)

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A Pathfinder Society Scenario designed for levels 1-4.

After the volcano Droskar's Crag erupted over 700 years ago, destroying many nearby cities in a cataclysm that would come to be known as the Rending, the dwarven empire of Tar Khadurrn fractured and eventually collapsed. Recently, a group of prospectors discovered a mountainside entrance to what they believe to be a sprawling dwarven complex, but they retreated from the dangers they found within. They have reported their discovery to the Pathfinder Society's lodge in Ulfden, and the Society is preparing to dispatch a group of agents to enter the mountain and learn what they can about the ruins within.

Written by Jacob W. Michaels

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:

  • Pathfinder Flip-Mat: Bigger Ancient Dungeon
  • 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.

    PZOPFS0219E


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    1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

    Average product rating:

    3.40/5 (based on 11 ratings)

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    Feels like an intro

    3/5

    I agree with a previous review that this seems almost like a scenario intended to demo the game to new players. Of course it actually is an intro for 2-3 more Society scenarios in the same setting, but I think more could have been done here.

    The Venture Captain NPC is an interesting character, or could have been, if she did anything more than just give you your briefing at the start like every other VC in every other scenario.

    The NPC's encountered during the adventure could have been interesting, but they're just kind of... there.

    The puzzle in this one isn't completely nonsensical (unlike the "puzzles" in some Society adventures) and the way there are clues for solving it scattered around is nice. I can see some parties getting hung up trying to solve it all at once and never moving on to finding those clues, though.

    Don't know what to say about combat balance. When I played it we had one level 4 character and then everybody else was level 1, so that may have thrown off the balance. The party also made judicious use of a consumable at the start of the last encounter. Without that and a whole party at level 1-2 perhaps there would have been a feeling of actual danger.


    Enter into the ordinary

    2/5

    Enter is a short scenario that has a mix of everything in it.

    Perhaps the best use of Enter is to teach new players the game. It’s a railroad, very sparse, and it runs very quickly (2 hours). As a matter of fact, most of the scenario is spent in the exposition and background of the adventure.

    At subtier 3-4, the combats were extremely simple, hardly any damage taken and over in 1 round. The biggest worry was making sure everyone could take an action.

    The puzzle was solved via skill checks, I don’t remember it being especially easy to solve without players knowing lots of Golarion deity knowledge.

    I’m noticing a huge amount of variability between tier 1-4 and 5+ scenarios. Tier 1-4 scenarios are too easy and level 5+ scenarios are often too hard. It would be nice if they could be in between.

    ”The worst part of the adventure”:

    The worst part of the adventure is that you start the adventure trying to free captives and then find out some loggers that you help at the start of the scenario, already did your job of killing most of the Duergar. lol.

    Overall: A short, very generic scenario that is unfulfilling at the end, except maybe to quickly grind out some XP.


    Good diversity

    3/5

    With a player's point of view, I had a couple of issues with this scenario. My opinion is surely made based on my DM's presentation of it.

    The plot was somewhat engaging with an obvious backstory (of which mostly went over my head me knowing nothing about Golarion lore)
    It had a few good non-combat obstacles but also a boring one involving dozens of repeated skill checks.
    A second issue was the very enclosed spaces where combat happened. We had 6 players and a summon fighting 4 enemies in a 5ft corridor, multiple times.

    Difficulty itself felt balanced and had a good amount of npc interactions. The puzzle went smoothly since the group luckly reached the puzzle room last with the rest of the dungeon's knowledge in hand. I could see it being the first room visited and being quite confusing.
    The adventure took a bit too long and the session had to be stretched beyond the expected time in order to finish it.


    Rough Run, Overtuned

    3/5

    Player Review:

    Previous reviewers have mentioned the nice balance of skill challenges and the like for the scenario, and that is a reasonable assessment.

    However, when a party of low-tier characters that have been pushed into higher difficulties due to adjustments approaches this scenario, it goes from a 'promising scenario' to 'painful head-ache inducing slog'.

    The scenario started off decently enough, but '11' points makes it Hard Mode for L1 characters and strongly suggest that this scenario NOT be played with a L1 character (despite it being a 1-4 scenario).

    Sure, the difficulty might increase at L2+, but the characters won't be so fragile that they are falling down nearly every encounter inside the plot location (and that's not with horrible dice rolling).

    In addition, there was confusion on a particular puzzle that was EERILY reminiscent of PFS1 #7-02, and like that experience this was migraine-inducing as well.

    As always, in the event I GM this scenario, that review will be appended after this section.


    A good solid adventure

    4/5

    This adventure ticks a lot of boxes for me. The skill challenges are pretty spot on for difficulty and run smoothly. There's a couple of good opportunities for social interaction. Couple of combats with good build-up and use of venue. The scenario is thoroughly grounded in lore, so you're not just going through a dungeon corridor by corridor, there's some actual story to uncover here. The puzzle is well-done too, and can work well both for players who want to think their way through it themselves or who like letting character skill be the driver.

    Some of the other reviews mention the lack of a climax at the end. I agree, BUT: the floor plan is also more open, so you actually get a bit of freedom in how you want to take on this dungeon instead of proceeding in linear fashion as we often do. It's tricky to combine those things. I for one really enjoyed the freedom.


    1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>
    Paizo Employee Organized Play Associate

    1 person marked this as a favorite.

    Announced for May! Cover and product description are not final and are subject to change.


    8 people marked this as a favorite.

    Yay; can't wait for everyone to play!


    1 person marked this as a favorite.
    Pathfinder Rulebook Subscriber

    Does this go to Falcon's Hollow, or Darkmoon Vale?

    Paizo Employee Organized Play Associate

    2 people marked this as a favorite.

    Cover and map list updated.


    1 person marked this as a favorite.

    Missing A5 on the map. Either that or I am going blind faster than I thought.

    Paizo Employee Organized Play Developer

    Densial wrote:
    Missing A5 on the map. Either that or I am going blind faster than I thought.

    You're right! A5 is the room to the left (west) of A4. Thankfully most GMs should be able to figure it out based on the description!

    Liberty's Edge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Maps, Rulebook, Starfinder Maps, Starfinder Society Subscriber

    Yeah, but it still counts as a miss. I could also figure out the other rooms based on their descriptions, but those are numbered.

    I hope to see a correction in an updated pdf sometime after Paizocon.

    Thanks!


    This is a discussion of A9 for GMs

    Spoiler:
    The hazard in A9, does the mold cover every square which the party can walk in A9?

    Description The equilibrium of the brown mold and river of
    lava is disturbed, creating bubbles of molten stone that
    burst and spew burning debris.


    Fantus:

    Pretty much (except the bridge); under the Hazard line on Page 12, it says, "The moldy area is marked on the map." Everything in the thicker white line in that area is covered.


    1 person marked this as a favorite.

    Horribly written scenario. Too difficult and very prone to TPK. Mechanics absolutely unclear. We were supposed to rest and we were not being told about it. It's needs to be rewritten considering the player experience.

    Silver Crusade

    1 person marked this as a favorite.

    Uh, the group rests when they want/can, it’s not on the GM to tell them to rest.

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