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Pathfinder Society Scenario #34: Encounter at the Drowning Stones (PFRPG) PDF

***½( ) (based on 3 ratings)

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

Rumored to be the most desecrated site in the Mwangi Expanse, the natives have long feared its malevolent presence. Rumors of suicide, infanticide, murder, and chaos have always been mentioned in the same breath with these mysterious rock formations. The Society sends you there after the location is discovered by a demonologist working for the Aspis Consortium. The Society fears the Aspis have discovered the source of the Drowning Stones' power and its up to you to insure that they don't get their hands on it.

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 Pathfinder Roleplaying Game.

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Product Reviews (3)

Average product rating:

***½( ) (based on 3 ratings)

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Kill Some Wildlife, Go Home

**( )( )( )

I'm not sure what the other reviewers see in this scenario. To me it was a fairly unmemorable romp through the jungle. We killed some wildlife, some natives, and went home. This is what I'd expect for tier 3-7, but I expect more for subtier 10-11. There was an unsurprising surprise (that lasted 10 seconds) but that's it. Nothing really grabbed my attention in this scenario.

”Detailed Rating”:

Length: 3 hours and we were slow. I think we skipped the optional encounter. On a positive note I found my first subtier 10-11 scenario that actually fits into a 4 hour time slot.
Experience: Player at subtier 10-11 with 5 good PCs.
Sweet Spot: TBD.
Entertainment: Wasn't bad it wasn't good, it was just there. (5/10)
Story: There might have been a story, but it was lost in the venue. It's possible we didn't have the skills to uncover the story. Still... (4/10)
Roleplay: The one roleplaying encounter had an annoying NPC and not a lot of information. (3/10)
Combat/Challenges: At subtier 10-11, the combat encounters were extremely easy and what made them interesting or unique had no relevance at all for this subtier. Making the encounters harder wouldn't have improved this scenario. (3/10)
Maps: Average. (5/10)
Boons: n/a (n/a)
Uniqueness: Maybe I've been playing D&D to long, but I felt like I played this 100 times before. (2/10)
Faction Missions: Average. (7/10)

Overall: Standard jungle romp that's not worthy of your limited subtier 10-11 playing time. (5/10)


4 stars... I think

****( )

This scenario was just beautifully laid out. Good but quick intro, lots of danger and threats from the environment, bringing a real Indiana Jone flavor to it right off the bat and keying us up for danger and action.

Without spoilers, a smart party can not only skip a fight but gain aid. Brilliant.

The end area itself - we ran this tier 10-11 - would have butchered me. I am still unclear how a 'regular' party would have overcome the obstacles. But that is part of why it was so fun - every encounter felt like it had a 'smart party escape clause' and I really was 100 percent mentally focused on every word from the GMs mouth, as it was clear we wasnt just reading flavor text... he was giving us subtle clues. And he didnt spoon feed us either - either you got them or you didnt.


Mwangi Madness!

****( )

Once again Osprey sends the Pathfinders to an exotic locale to test their limitations. Although traversing the Mwangi Expanse is not as grueling as scaling The Dragon, Hitchcock has a way of reminding the players they aren’t just taking a walk in the woods. The plot is relatively straightforward as has come to be expected, however there are some delightful twists. This scenario ranks high on campaign world flavor. I wasn’t impressed with the faction missions but I learned that two factions had some challenges that were more than just skill checks. The combats were a mix of ‘Wake me up when it’s over’ and ‘Has anyone seen my spleen?’. I think it’s intentional to lull players into a false sense of confidence before dropping the hammer on them. I haven’t felt as challenged since The Hydra’s Fang Incident, however we did play up… There are some fine role-playing situations and a lot of problem-solving for the tacticians in the game.

Beware that this scenario can take a long time to complete. With the optional encounter, we took six hours to finish. The final encounter was lengthy. You players will have to learn why when you play it... At 28 pages, this is the 2nd highest page-count scenario to-date. Part of the length is due to a full-page map included for 3 of the encounters. Beware when printing, you may want to adjust your settings or exclude the full color pages before having all your toner consumed.



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