Pathfinder Society Scenario #11: The Third Riddle (OGL) PDF (Retired) (based on
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?
Written by Clinton J. Boomer
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.
This scenario was retired from Pathfinder Society Organized Play on November 15, 2010. After November 15, 2010, it will no longer be legal for Pathfinder Society Organized Play and will no longer be available in the Pathfinder Society Organized Play reporting system.
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This mod features nothing but gemmic encounters that make sense to the GM while reading it but which the PCs have no real way of understanding. This makes the tone of the mod to be more of a 'Gotcha!' than is in any way fun.
This would be a good scenario if for the fact that it did not claim to support 1st level characters. This is the deadliest, most unbalanced scenario I have seen.
Every puzzle battle was an EL 5 battle fight where every resource available had to be spent just to avoid a TPK.
I liked the plot and concepts that were there, but I can never recommend the scenario, especially for 1st level characters.
I have read this scenario and considered it to sure work awesome... until I ran it.
Some of the rooms are confusing to describe to the players, albeit not nearly half as bad as the town in "Hydra Fang".
What kind of broke this adventure for me were two separate issues:
The first would be the already mentioned "Video-gamism"-feeling.
The second issue I had was one of suspension of disbelief: The puzzles were too simple. Perhaps my players and I are total nerds, but I really thought that any experienced treasure hunters who failed to solve them must have been utter idiots.
I am so longing for adventures with REALLY hard puzzles in some future release(at least as a web-enhancement or something like that). My players long to use their brains and this adventure, in spite of its name, unfortunately fails to provide that.
This scenario started out with great promise, but quickly turned into a trap ladden tomb that seemed to lose steam as the adventure progressed.
The chambers were different and unique, but the traps did not require a rogue. Will someone please write an scenario that shows the necessity of a rogue? My party just did it the old fashioned way. They took it on the chin.
The group took a lot of damage, but with a cleric and a druid it did not matter much. The adventure threatened the party, and they were nervous, which is great.
Still, the descriptions of the rooms and the mechanics of the rooms should be TOGETHER. I found it annoying and unnecessary to flip back and forth throughout the module for each room.
Combat 4 stars
Enjoyment 4 stars
Playability 1 star
(A better layout would have been greatly appreciated.)