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Pathfinder Society Scenario #25: Hands of the Muted God (OGL) PDF (Retired)

***( )( ) (based on 5 ratings)

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A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

When the man who would be the Muted God wordlessly stepped beyond the gates of the Starstone's Cathedral, his thousand and one faithful ringing the Ascendant Court watched with the silent contemplation that is their highest sacrament. When he failed to emerge, many of his penitents abandoned their vows but a small sect remained loyal and worshipful. You and your fellow Pathfinders are sent into the mountains north of Absalom to follow the path of a doomed party and uncover the secrets of the Muted God. His loyal band of followers, called the Hand, will stop at nothing to keep you away from their shrine—even forming an alliance with some of Golarion's most evil denizens.

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.

PDF updated 7/10/09.

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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Product Reviews (5)

Average product rating:

***( )( ) (based on 5 ratings)

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An RPG Resource Review

****( )

Perhaps it is wiser not to meddle in the affairs of deities... but a bunch of Pathfinders went out into the wilderness north of Absalom tracking devotees of the Muted God, whose priests have of late been demonstrating quite miraculous powers, and didn't come back, so the party is tasked with tracing their steps and finding out what befell them.

After introductory notes which lay out what is really going on in detail for the DM, there's a quick summary of the adventure and then the scenario itself starts with the characters approaching the Kortos Mountains with their briefing delivered as a flashback. A wilderness journey beset by attacks from local monsters and others questing on the same trail ensues, culminating in a remarkable chamber that proves very difficult to investigate... but not for the usual reasons.

It's an interesting tale of the lengths to which folk will go to gain power, and provides a taste of the rich and strange theological tapestry of Golarion. Encounters are well-supported with notes on the likely behaviour of those encountered and logical developments, although the adventure is quite linear in nature. An interesting feature is that although (as usual) the maps provided are quite small, at least one set combat has been planned out using the GameMastery Map Pack: Campsites available from Paizo, should you choose to make use of it in play.

Overall a neat if basic wilderness based adventure highly appropriate to the Pathfinders, with a few extra twists to make it just that little bit unusual.

Meet interesting things...kill everything.

***( )( )

This adventure has a cool background story steeped in Golarion fluff. Unfortunately, this story has to be relayed in its entirety as a monologue by the DM, as the players can't really find out more during the adventure. So far: 5 Stars.

There are enough Maps and I like them.

The faction missions are not that great, especially the Taldor mission is annoying at best. Cool fluff, but it's actually a "Search the PIECES of the McGuffin" Mission. Oh joy, several search checks. -.- Minus one Star.

The main antagonist and the adversaries are kind of lame, both my players and I would have preferred to trail the servants of the muted god or battle them to killing them. Minus One Star.

This adventure, especially a showdown in the final hall (trying to not make any sound...), could have been such a great ride, but unfortunately falls short of its promising ideas.

3 Stars with so much potential...

Run up and beat it to death, unless you can't.

***( )( )

It is a battle royal through this adventure but as with many others it feels like a rope is tied to the players leg pulling them through the adventure. We felt like an army of hammers fighting a village of nails. At the end you were just left scratching your head wondering if you even came close to completing the mission. What was it again? And who are all these things we killed? What do they have to do with the problem we were sent to figure out. Are we the new "A" team?

Mutes of the Handed God

**( )( )( )

A very straight-forward railroad uphill to the top of the mountain. Combat encounters are alright, nothing that blows your mind.

I somehow just can't recall almost anything from this scenario, it was just so bland somehow. All the nice things are in the end, where all the real plot things happen. It feels like the journey there is like an 8-hour drive through Nevadan desert.

Role-Play on Mute

***( )( )

This is very different from Clinton Boomer’s previous offering, “The Third Riddle”. Where the Third Riddle was a series of brain-teasing puzzles “Hands of the Muted God” is a straightforward crawl. I didn’t enjoy it but I think it is tactically interesting. The author has inserted some classic monsters that players will delight in facing. The combat maps are colorful, detailed, and cramped--giving high-mobility PCs a chance to show their stuff. The combats are balanced but don’t really favor offensive spellcasters who are likely to get real frustrated by the end of the scenario. The back-story is rich in campaign setting history but it plays almost no role in the actual adventure. Role-play is virtually absent except for an interesting quandary facing the Andoran faction, who get the only faction mission worth delivering. If your table doesn’t include Andorans then you’re probably from Finland. Gift Certificates
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