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Pathfinder Society Scenario #2: The Hydra's Fang Incident (OGL) PDF

***½( ) (based on 27 ratings)

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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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Product Reviews (27)
1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

***½( ) (based on 27 ratings)

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Fun but ultimately generic

***( )( )

The Hydra's Fang Incident tasks players with tracking down a contact on board a renegade Chelish boat that is causing quite a bit of destruction.

+ Pirate and water-themed adventures are always fun and provide a change of scenery from the usual dungeons or wilderness.

+ A few encounters can be quite challenging, requiring players to plan and use smart tactics to prevail.

+ One of the encounters involving boats and water-based combat is very exciting and memorable.

- The overall plot is a little messy for players to follow. It's easy to forget what the party's motivations are for going on this quest. The faction missions also muddy up the waters in terms of objective.

- The final encounter felt very random and out of place compared to the rest of the scenario. It's also incredibly dangerous for low-level parties.

The Hydra's Fang Incident is a fun low-level PFS scenario, but ultimately fails to overcome its rather sloppy story and off-putting final encounter and become a really great adventure. Still, it's decent enough and worth playing or running once.

Good adventure but nothing special

***( )( )

This was a descent adventure and I liked the dockside environment. Combats were varied and interesting but a few of them can be very swingy depending on how both the GM and players handle them. The story was okay but there are some holes that the GM has to fill in. Some of the faction missions were questionable.

***( )( )

This was a fairly well constructed adventure, a bit confusing at first. Why is our contact dead, why are we fighting again. Why do we always discover the recently slain body of our contact? Buy a Touch of the Sea Potion, 50gp. I will not spoil the whole scenario but stealth should not be over-rated here.

Challenging but fun.

****( )

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.

Death by drowning is not very heroic.

***( )( )

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.

1 to 5 of 27 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

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