Pathfinder Society Scenario #3-14: The Tomb Between Worlds

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A Pathfinder Society Scenario designed for levels 5-8.

When Venture-Captain Norden Balentiir learned that hordes of undead were rising from beneath his own lodge, the Sandswept Hall of Sothis, he feared that calling for help from Osirion's government would anger the Ruby Prince, resulting in the lodge being shuttered for good. Instead, he called for an elite team of Pathfinder agents to strike back against the undead incursion and find the source of the unrelenting horde. Thanks to this team's successful efforts, the Society knows how the undead are entering the lodge—but not how to stop them for good. Multiple Pathfinder agents have attempted to scout beyond the breach in the vaults of the Sandswept Hall, but thus far, they've learned little—and several haven't returned at all. Now, the venture-captain has called on another elite team to venture into unknown territory, rescue their lost companions, and put a stop to the attacks, once and for all.

The Tomb Between Worlds is part of the ongoing story of the Year of Shattered Sanctuaries. It is the second scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Osirion. The first part of this arc is Pathfinder Society Scenario #3-09: The Secluded Siege. 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 Jacob W. Michaels

Scenario tags: Metaplot, Faction (Horizon Hunters, Vigilant Seal)

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

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    Average product rating:

    3.00/5 (based on 3 ratings)

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    One of the worst encounter designs in pfs

    1/5

    Played in high tier at 24cp.

    I'm not sure why but this scenario has a lot issues with its encounters. It throws level 8-9 enemies at the party on a regular basis (for a party of level 7s). Still, we managed to pull through the first half.

    And then we get to the final encounter. The boss rolls high initiative, moves closer, and... the entire party is paralyzed for many turns on a regular fail with no save to get out whatsoever. The mooks and the boss move in, use their area attacks and finish off survivors. Fun. Zero foreshadowing about this ability either.

    It's hard to care about metaplot when your character is dead.

    And I don't even want to mention traps with ridiculous DCs that our master in thievery couldn't disable. Don't have a master thief in a random party? Oh well, have more high DC saves and nasty status effects.

    The entire scenario feels like it belongs in an AP, not in a random party pfs play. At least in AP the GM could change things around. In pfs, you better have those resurrection AcP saved.


    Very high chance of TPKs

    3/5

    Great atmosphere, fantastic characters.

    Many brutal encounters that can be overcome with the right party, fun and flavorful.

    Previously the final encounter was extremely brutal but this has been updated, adjusting review due to this.

    I've played almost every scenario and have not encountered anything as brutal.

    In low tier this effect is greatly reduced so I would give the scenario 4 stars for low tier play and 2 stars for high tier play. Its never fun to be completely out of combat for multiple rounds due to effects you are more than likely to fail saves against.


    A very strong scenario - great story, great atmosphere

    5/5

    At this point, my favourite Season 3 scenario. I have run it three times (31, 27 and 27 CPs).
    A very strong story line, essential for the metaplot.
    Very well build in my opinion, with a fantastic idea and smart construction of the story around it.
    A bit more on the combat side than roleplay, maybe.
    Most importantly, it gives the GM the possibility to create a great atmosphere appropriate for what the PCs are going to face.
    Interesting set of bad guys too.
    And some pretty challenging encounters. One of them is really challenging and can really overwhelm a party if they don't prove careful or well equipped.
    All in all, I love it.


    Paizo Employee Organized Play Coordinator

    3 people marked this as a favorite.

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


    2 people marked this as a favorite.

    Between Worlds, huh?


    3 people marked this as a favorite.
    Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Into the breach!

    I very much enjoyed Jacob's Enter the Pallid Peak last season and I'm eager to see how this one builds on the first part.

    Paizo Employee Organized Play Coordinator

    2 people marked this as a favorite.

    Cover and map list updated.

    Wayfinders

    2 people marked this as a favorite.

    Looking forward to this one!

    Paizo Employee Pathfinder Society Developer

    1 person marked this as a favorite.

    Happy scenario release day! Don't get lost between worlds!


    Or do! I'm sure nothing bad will happen.

    Grand Lodge

    2 people marked this as a favorite.
    Pathfinder Maps, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

    Looking forward to this!

    Grand Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure, Lost Omens, Pawns, Rulebook Subscriber

    What better way to explore and report?


    2 people marked this as a favorite.

    Be very wary of this one guys. Quite a cool scenario in general but this is how the final encounter went down (hint poorly).

    Encounter Spoilers:
    Mummy rolled high on Initiative and went first. All party members were automatically frightened. 4 of the 6 members of the party failed a will save and were paralyzed for multiple rounds. The mummy then reduced most of the party below half HP with a breath attack. The two non-paralyzed party members were quickly overwhelmed and 4 were dead and 2 fled by the end of round 3.
    A very anti-climactic and unfun death for the party

    This was high tier and the GM didn't use all of the things this encounter had to offer.

    I'm sure if a few dice rolls had gone different directions then it could have been a different encounter but this is what is possible.


    3 people marked this as a favorite.

    Huge paralysis aura, very high DC, for lasts multiple rounds.

    Seriously, Paizo, do you actually need somebody to tell you that's a bad idea? You think it's fun for the party to just watch while the badguys have their way for 2 - 3 rounds, with no real way to avoid it?

    Shadow Lodge

    2 people marked this as a favorite.

    Obviously not, you're right here.


    4 people marked this as a favorite.

    The big boss battle can easily result in a TPK, unless the GM goes out of their way to not use all the bad guys abilities or hand waves somethings to keep a PC from dying 4.

    The saves in this encounter would be more appropriate for levels 9-10 or higher. A level 7 character trained in a save, and a +1 ability mod would have a +10 save. The chances for failing saves are well over 50% this encounter. At best a PC in high tier may be a master in one type of save, so level seven master in a save, and with a +4 ability mod is a +17 save. There’s still a greater than 50% chance to fail some of the saves, if the PC is a master in the necessary save. The PC’s other saves won’t be as good, so if the weaker saves are what’s needed, then making that save is very unlikely.

    The entire encounter is save or suck, with the chances of sucking being far greater than making the save.

    I don’t normally complain about scenarios, but this big boss battle is so much more dependent on dice rolling high that it’s just not fun. I usually like hard encounters, but a good hard encounter has multiple ways for PC’s to prevail. In this encounter, more than half the party to the entire party can fail their saves, in which case GM not holding back can easily TPK a party in under four rounds.


    2 people marked this as a favorite.

    Scenario has been updated. Still hard but not unfun anymore, thank you Paizo!

    Paizo Employee Pathfinder Society Developer

    3 people marked this as a favorite.

    We made a few adjustments the final encounter and we've updated the PDF. Please be sure to re-download the PDF from your downloads page. You may need to click "Problems downloading this file?" to refresh the file.

    It's still a hard scenario (as intended), but not so "brutally unfair." Enjoy!

    Paizo Employee Pathfinder Society Developer

    4 people marked this as a favorite.

    By the way, I wanted to give a shout out to this adventure's author, Jacob, who did a stellar job, conducted thorough playtesting, and delivered exactly what was asked for with this adventure. The rebalancing we had to do for the final encounter is entirely on me.

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