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Pathfinder Society Scenario #32: Drow of the Darklands Pyramid (PFRPG) PDF

*½( )( )( ) (based on 7 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo and explore the mysterious Stalactite Pyramid.

Written by Sean K Reynolds

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 Pathfinder Roleplaying Game.

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Product Reviews (7)
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Average product rating:

*½( )( )( ) (based on 7 ratings)

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An RPG Resource Review

***( )( )

Osirion is filled with countless ruins, pyramids, tombs, and other strange structures dating back thousands of years... and unsurprisingly is a favoured haunt of the Pathfinder Society, with its love of artefacts. A particularly fruitful dig was undertaken recently at the Tilted Pyramid - only robbers purloined the finds as they were being transported back to the Grand Lodge in Absalom for study. That's enough for the Society to dispatch a bunch of troubleshooters like the party, but just as they are tasked with this mission, news comes in that suggests there is another subterranean pyramid linked magically with the Tilted Pyramid.

After the scene is set for the GM with a short backstory and adventure summary, the scenario begins with the party standing outside a cave near the Tilted Pyramid to which the robbers have been tracked, their briefing ringing in their ears. From there on in, a spot of spelunking leads the party through some spectacular caverns, with a bridge spanning a chasm and other quite cinematic sights. Needless to say they are not alone...

There's plenty to explore and discover - and fight - and the original owner of the pyramids was not above the odd magical trap to defend his property. This should provide the potential for an exciting delve with distinct echoes of Indiana Jones style exploring, although there are scant opportunities for role-playing... and yet somehow it falls short of that potential and without additional input from the GM (really only possible if you're using this in your own campaign rather than in convention play) it can be a bit dull.


Awful.

*( )( )( )( )

This is just not good. I defy anybody to explain to me how the map is supposed to work. There are a couple of decent combats towards the end, but the plot makes absolutely no sense. The author, unfortunately, somehow believed that this scenario was going to be the launching point for a huge number of scenarios and left in all sorts of little passages that go nowhere. There is so much "beyond the scope of this adventure" that one wonders what exactly the scope of the adventure covers. Apparently, all it covers is a dull, boring dungeon crawl.


Weak 2 star

**( )( )( )

Story 1/5
Setting 2/5
Role-play-ability 1/5
Combat 2/5
Suitability 3/5

What we have here is a weak scenario.

Story 1/5

First story, is basic at best. PC's put into a desert to go into a cave. The title of the scenario is also a poor choice.

Setting 2/5

The Pyramid was a cool idea that never was really realised. Other than as a basic dungeon crawl. An upside down pyramid in the underdatk could of been AWESOME. I am not sure but I hope the scale was off if the squares were 10ft and the map was larger I think it would of been a better scenario.

Role-play-ability 1/5

Lets see every drow "Fights to the Death" except the leader. Why? They are chaotic evil and should betray their mistress. Drow researchers, really? They fight to the death? At 9th level other than summoning their only offensive spell is Magic Missile. They should know better than to fight for to the death. Also why is their a sorceror as a researcher. This scenario does allot of diservice to the drow. Combat enccounters, the drow rarely use the enviroment to their favor. Languages, most of the drow will have little possiblity to even speak to the party.

Combat 2/5 Young Driders really? This is really a bad template to ever use. It also opens up allot of really glaring problems. The young template should be removed from all Paizo products. First lets make a large aberration that is tough but limit it to one size smaller weapons. Lets apply the young template to this abberation and forget to give it small weapons. Now it is a medium sized creature. Then lets explain to the players it is a baby drow with large sized spider legs and halfling sized weapons. But can still dish out lightning bolts like a 6th level sorceror. In a home game this would make a fun twist perhaps an irony of Drow.

Combats missed the mark on every encounter except perhaps low tier encounter 6 and high tier encounter 5.

Suitability 3/5 This is not paticularrly suited for Golaran as a whole. For Pathfinder Society as it doesn't really set out to explore to much of its settings. I think it is more suited for a home game in the underdark. Where a GM could modify some encounters and expand on a cool pyramid.

My players had fun playing this though. I just don't think it is a solid hit.


Draught of the Darklands Pyramid

*( )( )( )( )

Much like the desert around it, this scenario is dry and dull.

It was the last scenario I played before I hit a 2 year hiatus. With such an effect it should be clear without saying how much this scenario sucked.


Seems like a rushed Scenario

*( )( )( )( )

I just recently played this scenario at tier 7-8 at a con with a relatively balanced party, and after reading the module decided that a review needed to be made on the scenario. The scenario as a whole seemed too easy although it was very "swingy." The first act in particular was entirely too easy; CR 2s against a party of level 7s and 8s isn't very challenging. On the same note the second encounter uses the young template on two spellcasting based monsters... which while it decreases the CR does not decrease the spellcasting ability. So the encounter could swing towards the more difficult side if the DM decides to use only their spellcasting abilities (as the scenario tells you to do, in fact.)

The next few encounters are relatively easy, although they set up the characters for DM coup de grace moments, which really are not that fun as a player. Next the writer uses the young template again, which seems like the scenario was even more rushed. Finally after receiving the chronicle I saw that the GP total is about 60% the normal of a Season 1 scenario for tier 7-8. I've seen low gold amounts... but this gold amount is just pathetic.

With a few more tie-ins to the overall story, another developing pass to replace some overuse of templates, and equalizing the rewards, this scenario does have potential. In its current state however I would not recommend playing, running, or buying this scenario.


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