Pathfinder Society Scenario #2: The Hydra's Fang Incident (OGL) PDF (based on
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.
Written by Tim Hitchcock
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.
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I had a blast with this, even if I almost died multiple times. Water, and falling. Not the most graceful ways to go, but reminds you that even the environment can be your challenge and not monsters.
The overall experience is good only if your players are not new or unable to think out of the box. The very first time I ran this I wasn't even planning on GMing. With a half-hour of prep I had the gist down and took six players through a harrowing dockside crawl that ended with half the party dead, one of whom drowned. Not a very heroic death, but it does happen and a good lesson on why you shouldn't wear heavy armor at sea unless you maxed ranks in swim or have spell support.
Even though I enjoyed this, as both player and GM, I don't think it rates a fourth star simply due to the hamfistedness of the final two encounters. The first encounter, properly run, is fine for beating down the party, while the second allows for sharp operators to avoid a fight.
Overall my players had a good time, but I had to fill in some gaps that weren't addressed well in the scenario.
Spoiler:
The start was a bit strange as PCs came overland from Absalom but I had to make up a VC dialog to explain why they needed to go to Diobel for further instructions. A picture would have gone a long way to explain the maze, shallows, docks and underdocks. Why have two levels of docks if the tall ships can't get in to dock alongside the upper docks? Although it wasn't noted, I figured the floating docks were slightly slippery and unsteady, which ended up requiring acrobatics checks if players wanted to move full speed around each other on the narrow walkway at the start of the combat there. Another obvious miss was not mentioning a typical sailor tactic of "dropping" a rope to let the sails fill with air and lurch the boat to one side. This move sent one PC over the rail and left another stranded behind with the rowboats as the big ship got underway - which was perfect timing as a shark showed up then to occupy the PCs left behind. Lastly, the boat schematics were poor. I re-drew the deck and the hold with a set of squares down the very center, including the masts and two hatch covers. A 5' path to either side being the main means of moving fore and aft. Instead of a big cabin midship, I put short stairways behind the second mast, leading up to a raised helm station, with the captain's quarters underneath at main deck level. Added rope ladders and places to store a couple dingies, and it felt more like a sailing ship. For a couple of the items required for faction missions, it wasn't clear if these were on the captain or in his quarters, which presented a bit of a quandry when he was seriously hurt and abandoned ship - but the wizard dove after him and got to the body before the shark could chew up the remains. In the main hold, we had room for three across, which was perfect after the foward door was unlocked and the monsters charged into the middle of the party. Everyone had flanking bonuses and only one character was knocked out before the others finished the combat. By the end the PCs had little left; even Kyra was out of healing. You can keep a big party busy with this one, but you have to make use of the home field advantage (for the sailors and sea creatures) for a good challenge. Climb, swim and acrobatics checks were harder than the actual fighting.
A decent scenario, that has some interesting situations but like a lot of early Season 0 scenarios it's a bit rough. The encounter descriptions and maps are missing important details, the areas are too small with too many enemies, and the end boss is disappointing with a personality that doesn’t match his backstory. Pathfinder Society characters will also destroy this scenario, even when playing up.
This was actually my very first PFS scenario. It wasn't bad, although some of the encounters felt kind of arbitrary. "You're in a hallway you can't avoid. You have no mobility. SO YOU GET ATTACKED." Meh.
On the other hand, the actual goal of the adventure was amusing.