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My apologies if this has been asked before. I've seen a lot of threads regarding general recommendations for scenarios and good scenarios for newbies, but I haven't seen much in regards to higher tier stuff. My groups are getting to the point where we can regularly field tables of tier 5-9 and 7-11 scenarios, and I was hoping to get some suggestions on some good scenarios at those tiers, especially because many of them have very few reviews. Any help would be appreciated.
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![Forest Drake](http://cdn.paizo.com/image/avatar/B3_Forest_Drake_highres.jpg)
If those are your criteria, I would have to recommend 3-17 Red Harvest and 4-08 The Cultist's Kiss.
I was actually about to recommend the exact same scenarios. :p
Edit: Also, for 5-9's, I really liked #4-06 The Green Market and #4-03 The Golemworks Incident (not RP heavy but I found it kind of creepy). I can't think of many RP-heavy 5-9's, actually, other than #3-10 The Immortal Conundrum, but that is very, VERY RP heavy and doesn't really pack the punch that you're looking for.
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![Activation Cube](http://cdn.paizo.com/image/avatar/treasures-TheBox.jpg)
For challenge at 5-9 consider the "Heresy of Man" series. It has a well-deserved reputation for being brutally hard, though some of the season 4 scenarios can be worse. There isn't much RP, though if you are running them all for the same group you can definitely make the story come fully to life. Just make sure you read up on all the abilities ahead of time or you may have huge headaches.
Wonders in the Weave parts I and II could be good as well. Part I is a challenging dungeon crawl (especially at the high tier) and Part II has a great RP story.
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![Karburtin Lightbrand](http://cdn.paizo.com/image/avatar/PZO90118-Lightbrand_500.jpeg)
For challenge at 5-9 consider the "Heresy of Man" series. It has a well-deserved reputation for being brutally hard, though some of the season 4 scenarios can be worse. There isn't much RP, though if you are running them all for the same group you can definitely make the story come fully to life. Just make sure you read up on all the abilities ahead of time or you may have huge headaches.
** spoiler omitted **Wonders in the Weave parts I and II could be good as well. Part I is a challenging dungeon crawl (especially at the high tier) and Part II has a great RP story.
I ran the Wonders in the Weave series a few weeks ago and was honestly rather unimpressed. We did it at high tier, and the party smoked it. The RP was OK, but it suffered due to the language barrier.
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Haunting of Hinojai can have great RP if you get into it, interesting challenges and potentially tough fights.
There's room for interesting RP if they save the woobie in King of the Storval Stairs, and it can be challenging depending on their tactical package.
I find that Golden Serpent has some good RP opportunities with a good dungeon crawl, ymmv depending on table comp.
Rebel's Ransom is a very cool dungeon crawl with RP and flavor and good puzzlish bits.
Sniper in the Deep will present different challenges for them.
Fortune's Blight and Jester's Fraud are also excellent.
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I ran the Wonders in the Weave series a few weeks ago and was honestly rather unimpressed. We did it at high tier, and the party smoked it. The RP was OK, but it suffered due to the language barrier.
I'm guessing in Part I they
I have been disappointed by the number of players who ignore the RP aspects of the game to the extent of not even considering things like comprehend languages or tongues as worthwhile spells to have available in any form.
All the scenarios I have played or GMed where there was a potential language barrier either took place in an extremely remote place (with corresponding hazardous journey to reach) or were under extreme time pressures, forcing the developers to include alternative means of communication to avoid the "you didn't memorize spell X, you lose" trap. I'd like to see one with a language barrier somewhere on Kortos or something similar where the players have to say "Oops, we need to get a few scrolls. We'll go back to Absalom and try again in 4 days." That'll larn them!
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Netopalis wrote:I ran the Wonders in the Weave series a few weeks ago and was honestly rather unimpressed. We did it at high tier, and the party smoked it. The RP was OK, but it suffered due to the language barrier.I'm guessing in Part I they
** spoiler omitted **
I have been disappointed by the number of players who ignore the RP aspects of the game to the extent of not even considering things like comprehend languages or tongues as worthwhile spells to have available in any form.All the scenarios I have played or GMed where there was a potential language barrier either took place in an extremely remote place (with corresponding hazardous journey to reach) or were under extreme time pressures, forcing the developers to include alternative means of communication to avoid the "you didn't memorize spell X, you lose" trap. I'd like to see one with a language barrier somewhere on Kortos or something similar where the players have to say "Oops, we need to get a few scrolls. We'll go back to Absalom and try again in 4 days." That'll larn them!
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![Bernaditi](http://cdn.paizo.com/image/avatar/PZO9532-Rakshasa.jpg)
If those are your criteria, I would have to recommend 3-17 Red Harvest and 4-08 The Cultist's Kiss.
+1 on The Cultist's Kiss - its probably one of my favorite PFS scenarios, and it fits the bill for what you've described. There are plenty of opportunities to delve into the story and motivations for the NPCs.
Note - it can very easily run on the long side, so if you're in a tight time slot, be sure to know when to encourage the party to move along. If you don't have a constraint, it can easily run for 5-6 hours.![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
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Iammars wrote:If those are your criteria, I would have to recommend 3-17 Red Harvest and 4-08 The Cultist's Kiss.+1 on The Cultist's Kiss - its probably one of my favorite PFS scenarios, and it fits the bill for what you've described. There are plenty of opportunities to delve into the story and motivations for the NPCs.
Note - it can very easily run on the long side, so if you're in a tight time slot, be sure to know when to encourage the party to move along. If you don't have a constraint, it can easily run for 5-6 hours.
Long? Perfect! I'll schedule it. I have a tendency to run extremely, extremely short sessions.
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For interesting, challenging situations, including some potentially deadly RP, I would recommend 2-25 You Only Die Twice (5-9).
At high tier, the haunt can be ugly, remember that the haunt is essentially casting a Heal spell, with the PCs being affected by their current condition...
And, of course, that final encounter seemed ugly to my group, but that may have been because my PC was a Dex-based combat maneuver fighter, not a BBDF type.
2-08 The Sarkorian Prophecy (7-11) has some interesting RP moments, and also has the PCs entering the area of the Worldwound. Maybe it can be used to foreshadow Season 5?
And, of course, against most parties, that last encounter would probably last more than a round or two. I played it with my archer with the Andoran trait Hunter's Eye. The only time I have ever gotten any use out of that trait, and that only because the bad guy started out at about 180' from the party. He wasn't, quite, prepared for an archer being able to full attack him while taking no range penalty, and him being limited to long range spells only...