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Pathfinder Society Scenario #5: Mists of Mwangi (OGL/PFRPG) PDF

****( ) (based on 42 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?

Written by Nicolas Logue

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.

Note: This scenario has been updated for use with the Pathfinder Roleplaying Game. Purchasers have access to both 3.5 and Pathfinder RPG editions, but as of January 10, 2011, only the Pathfinder RPG edition is legal for Pathfinder Society organized play.

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Product Reviews (42)
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****( )


An RPG Resource Review

****( )

Ever wondered where all those artefacts the Pathfinder Society collects end up? There's a spot of bother in one museum that's run by a former Pathfinder (who has turned against the Society and won't let them have access!) and the party is sent to deal with it... in scenes redolant of Night At The Museum, with assorted exhibits doing anything but sit quietly in their display cases!

To start with, the party might wish to do some research. The trouble began after another Pathfinder returned from the demon-infested jungles of Mwangi and presented the museum with a bagfull of idols he'd brought back. Knowing a bit about Mwangi, the Pathfinder, and the museum itself might be of benefit, and the DM is well-resourced with information to hand out to those characters who think to investigate before venturing into the mist-filled chaos that the museum has become.

The adventure itself sees the party exploring the museum as they please - there's a floor plan and room descriptions to aid the DM, with plenty of threats to hurl at the unwary - and hopefully discovering the root cause of the mayhem and laying it to rest. If they do, all becomes calm and the curator is recociled with the Pathfinder Society again, now ready to collaborate in scholarly research instead of competing with them for choice artefacts. If they don't... well, that's left to your imagination. The consequences for failure are not laid out, although failed characters are likely dead and beyond caring.

Overall it is a good hands-on adventure, a bit combat-heavy perhaps but with scope for those interested in lore to actually put it to some use in figuring things out. It ought to prove both exciting and entertaining... a most unusual visit to one of Absalom's museums. Or, of course, one situated in a suitable location on your own campaign world. Some of the background about the museum and the family that founded it, whilst of no more than passing interest as far as this adventure is concerned, could give rise to many adventures or even a whole campaign if you enjoy artefact collecting, information networks and a sprawling dynasty that seems to have people everywhere...


Make you ape!!!!!!

****( )

Runned once in low tier, fast and enjoyable module.

Also a combat-central one, but with horrfied air all around, wouldn't think of doing boring combats(in fact, there are not much tactics, just kicking door but lots of fun). Some of which are not only challenging but make your PCs scared.

Recommend for tier 1-2, the high tier doesn't scale well. Need GMs to do strong emphasizes on the atmosphere of the horrified museum.


Can be rather painful

****( )

So when I played this I though I was quite safe: a level 1 bloodrager with strength 18 and AC 18 while raging. However, my GM borrowed my dice, rolled open every time, and didn't roll below 18 when attacking me. Was very painful :s

It's a nice straightforward adventure in an evocative location, with some groaning humour thrown in ("WHY Nigel WHY?!"). The encounters can be pretty fierce but are fair.

I think the only big downside is that the map is too straightforward. It could do with a few more twists and turns.


Fun, with a side of 'oops'

***( )( )

Played, not GM'ed.

Who doesn't have a love/hate relationship with the Blakros Museum?
This is a fun little scenario, and an example of sandboxing done well. (Though that can make for an anticlimactic finish if you get to the BBEG early while you still have most of your resources.)

The Good:

*The Museum map is well-designed and attractive.
*Blakros NPCs can easily be played in such a way that the GM can have them remember parties or individual PCs who have been to the Museum before. Hilarity may or may not ensue.

The Bad:

*Personally, I'm not fond of monkeys, but that isn't a problem with the scenario.
*More problematic is a party-wide 'save or suck' effect right at the beginning which can profoundly impact the party's ability to survive, let alone triumph. I chose to look at this as an early lesson in "life is not always fair". However, a lot of people like Mists as an 'early exposure to PFS' scenario, and that save or suck can leave a bad taste in the mouth...


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