Pathfinder Society Scenario #3-11: No Time for Treason

3.80/5 (based on 4 ratings)

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A Pathfinder Society Scenario designed for levels 3-6.

The Pathfinder Society has sent the PCs to the city of Oppara, capital of Taldor, for a clandestine meeting with Gloriana Morilla, a trusted ally who bears dire news. She reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used wayfinders, the magical compasses that are among the Pathfinders' most iconic tools. Perhaps more troubling, these wayfinders each bear signs of Muesello's unique tinkering, and all of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch.

With the crime spree steadily escalating and Muesello suspiciously evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain.

No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. Other arcs explore other locations across the Inner Sea. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.

Written by Rigby Bendele

Scenario tags: Metaplot (Shattered Sanctuaries)

[Scenario Maps spoiler - click to reveal]

The following maps used in this scenario are also available for purchase here on

  • Pathfinder Flip-Tiles: Urban Starter Set
  • Pathfinder Flip-Tiles: Urban Perils Expansion

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

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    Average product rating:

    3.80/5 (based on 4 ratings)

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    Not what I've come to expect


    I can understand what the author was going for in this adventure. I belive they wanted more mystery than combat. Unfortunately the mystery boils down to going to a few locations and making skill checks for a story that everyone at the table immediately guessed from the first location. It never felt like there was any danger for either ourselves or any NPC during the scenario. For those reasons I can't recommend this adventure to anyone who's not attempting to be a completionist for season 3.

    A fun social encounter scenario


    I completed this scenario in about 3.5 hours. This scenario features more social encounters and skill checks than it does combat. The mystery plot was intriguing, although the outcome wasn't surprising, but overall it was good.

    Plot spoiler:
    The Pahtfinder Society was being framed to by a false-flag operation to harm its reputation with the authorities

    I like the division of skill DCs into Easy, Standard, and Hard in the sidebar on page 5. The text was easier to read and required less space than normal. I also like how It offer guidance for GMs on setting DCs of checks that players may wish to attempt, and GMs inform players which skills are more difficult than others. It would be great if this became standard in future scenarios!

    Very RP heavy if you like it, needs more encounters


    As title says, this scenario is very heavy on RP.
    If your GM likes it, this can run very long.
    If not, it quickly boils down to a series of skill checks.
    It was the latter when I played it so we were done in less than 3hrs.

    It was still fun, but I personally would prefer if it gave GM an optional encounter similar to how it was done at the end of 2-11.

    A lot of roleplay and potentially challenging combats


    When I prepared this scenario for online play, I felt unsure that players would buy into it. It is very much geared toward roleplay and the investigation part far outweighs the combat parts in playtime.
    I have since run it three times (25, 28 and 30 CPs) and all groups seem to have enjoyed it greatly. I for one have found it fun and the fights can be challenging.
    Another one for which I can't wait to see what is in store for part 2.
    I chose to constrain roleplay time, to avoid the game lasting too long. It would probably run 3h or less if cutting the RP to just skill checks. I ran just under 4.5h in all 3 sessions. I see the potential for the game to very easily slip to 5.5-6h if a lot of roleplay is involved and the GM don't limit it (which is fine, obviously, as long as everyone is aware of that).

    Paizo Employee Organized Play Coordinator

    2 people marked this as a favorite.

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

    Pathfinder Card Game, Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber

    Sounds interesting!

    Paizo Employee Organized Play Coordinator

    1 person marked this as a favorite.

    Cover and map list updated.

    Paizo Employee Pathfinder Society Developer

    2 people marked this as a favorite.

    Yay, release day! Enjoy!

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