Pathfinder Society Scenario #16: To Scale the Dragon (OGL) PDF (based on
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A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).
The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt and the Society wants his bones in order to study them and learn from them. They've sent you into a wintry wilderness of primordial beastmen and snow creatures not seen below the snow line to do just that. With the Aspis Consortium also seeking the bones, the race is on to beat them to the top and, once the bones are recovered, to make it back down alive.
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 am not a fan of the current chase mechanics (in season four), but I do like how it's done in the down hill chase. The combats were pretty good too. Just fun all around.
The editing was pretty bad, and the sled mechanics were obviously beta for later releases but the challenges were appropriately balanced. The time to play was pretty rushed for a 4-hour PFS session, it has alot of action and at the higher tier needs more time per combat from my experience. The treasure was either lackluster or beyond the reach of a typical 7th level character. The faction missions weren't too hard or overly dependent on a single die roll and flowed well with the main story line.
Upfront: We had a great GM and a good table which makes just about any scenario good.
Our experienced GM did modify the "down the mountain" part to smooth out the mechanics and it was a blast.
Scenario was memorable, had a variety of challenges, and legitimate peril (we had 2 die and almost a third by an exotic condition). I have this in my PFS top ten and it is my favorite from Season 0.
A bunch of mostly cool encounters up the ends with a nice climatic foe. Although I'm still not 100% sure how to adjudicate the environmental hazard.
The way back down is ruined by a page long subsystem that requires a specific skill, doesn't quite make sense, and frankly just wasn't fun. I mean it sounded like it should be fun, but it just wasn't.
This module is described as a race against the Aspsis Consortium. This description does not do justice to the brilliant pacing of the module. From the initial feel of knowing you're about to scale a massive mountain, to the encounter at its summit, to the race back down again, Tim Hitchock did it again by making a memorable module with a theme that makes the time fly past.
The combats are tough but not overly so, and the challenge of surviving the climb to the top of the mountain feels like it's earned. Even though there is the potential for a group misstep (which can be remedied by a competent GM and a group which understands that there's a time to fight, and there's a time not to fight), the fact remains that the trip up the Dragon is memorable and easily one of the strongest modules I've experienced to-date. I strongly recommend this one to any mid-level group.