Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products

Pathfinder Roleplaying Game

Pathfinder Society

Pathfinder Roleplaying Game: Beginner Box

Pathfinder Adventure Card Game

Pathfinder Battles

Pathfinder Comics

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

***½( ) (based on 4 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

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.

Product Availability

Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (4)

Average product rating:

***½( ) (based on 4 ratings)

Sign in to create or edit a product review.

Fun and atmospheric, but not amazing.

****( )

(I GMed this.)

In itself, this scenario is pretty unremarkable. Only one stand-out fight, simple story, regular environment. But my players still managed to enjoy them thoroughly with this adventure. It's a bit dated by current standards, but it's still fun enough. There's some weirdness with the map (WHY draw a side-view if it only makes things more confusing?), and one encounter and a few NPCs didn't really make sense to me, but other than that, it's a fun scenario. Enemies are big and scary, and though my players easily outclassed them, they were still on their toes at fist, which I like.

In short, I think this could do with some reworking, but it's a fun romp through the jungle. Don't expect to be wowed, but at the very least entertained.

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 too 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.

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.