Pathfinder Adventure Path #41: The Thousand Fangs Below (Serpent's Skull 5 of 6) (PFRPG)

2.70/5 (based on 3 ratings)
Pathfinder Adventure Path #41: The Thousand Fangs Below (Serpent's Skull 5 of 6) (PFRPG)
Show Description For:
Non-Mint

Add PDF $19.99

Print Edition Unavailable

Non-Mint Unavailable

Facebook Twitter Email

Chapter 5: "The Thousand Fangs Below"
by Graeme Davis

All the danger of Saventh-Yhi, the jungle city lost from the modern age, pales before the terrors that lurk below its shattered streets. Beneath the ancient ruins rots a realm of darkness and monsters over which Saventh-Yhi long stood guard. Into the eternal night of that realm below the adventurers delve, coming face to face with the degenerate inheritors of a lost empire, fiend-worshiping denizens of the dark, and the zealots of a decapitated god, all in the hope of saving Eando Kline, one of the greatest explorers the world has ever known. But even if they can manage to free Eando, will the PCs be able to escape his captors, the fanged legions of the serpentfolk?

    This volume of Pathfinder Adventure Path includes:
  • “The Thousand Fangs Below,” a Pathfinder RPG adventure for 13th-level characters, by Graeme Davis
  • A foray into the mysterious realm of Ilmurea, a ruined city of dark magic and deadly poison, by Clinton Boomer
  • A glimpse into the fractured mind of Nethys, god of magic, by Sean K Reynolds
  • Jungle justice in the Pathfinder’s Journal, by Robin D. Laws
  • Four new monsters of the jungle, by Jesse Benner and Sean K Reynolds.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-276-0

Pathfinder Society Roleplaying Guild Sanctioned Content
The Thousand Fangs Below is sanctioned for use in Pathfinder Society Roleplaying Guild.

Download the rules for running this Adventure Path and Chronicle sheets — (495 kb zip/PDF)

Other Resources: This product is also available on the following platforms:

Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

PDF:

Fulfilled immediately.

Print Edition:

Unavailable

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9041


See Also:

Average product rating:

2.70/5 (based on 3 ratings)

Sign in to create or edit a product review.

Better than Book 3, But Still Not Good

2/5

This book is a mirror to the scenario in Book 3. The PCs are tasked with exploring a lost city in order to find an ally who can give them the story of what's going on in the AP. The exploration mechanics of Book 3 were decidedly half-baked, and turned what should have been a compelling game of interaction with the native denizens through diplomacy and force into a hack and slash "kill them all" scenario.

This book seeks to take another crack at the scenario, and while the results are better, they're not that much better. Diplomacy is a very real part of this book, as there are multiple factions in the city and at least two of them can be recruited to the PC's side. Once this is done, the PCs have to break into a large dungeon to save their damsel in distress.

The exploration of the city is covered only very briefly. There are a few locations spelled out and a couple of scripted encounters. Most of the rest of the exploration is given over to the GM to make up. Most of the rest of the encounters are either random encounters, or wandering patrols from one of the factions. It's not very satisfying, but one could understand that they want to push the action towards the large dungeon and the rescue. Interacting with the two factions is fairly interesting and allows some opportunities for RP that were lacking from Book 3. It's not great, but it's not terrible either.

The dungeon, on the other hand, is kind of terrible. It's a large fortress where most of the encounters are with nameless serpentfolk patrols and soldiers. I cannot imagine how a GM will keep up a party's interest in this dungeon after the 4th or 5th encounter with 4-6 serpentfolk with the same stat block. It's extremely tedious. And lest you think that the PCs can stealth their way in, the book covers this. The serpentfolk are able to telepathically communicate with each other, so if you aggro one group, they're immediately able to warn the other denizens of the fortress. Aggro enough groups, and then they're all on alert and it all becomes much more difficult. This telepathy is very hard to stop and means that makes infiltration tactics, such as picking off wandering groups of serpentfolk, largely impossible. The dungeon doesn't have much diversity in encounters: it's mostly a couple of high-level serpentfolk leaders and literally dozens of low-level serpentfolk soldiers with identical stats.

These city exploration scenarios were likely just too ambitious for a single AP volume to adequately explore. After all, exploring the two cities-- or even one city-- could be the entire AP. If the GM was prepared to do a lot of work, it could be interesting. But they'd be better off scrapping the vast majority of the material presented in he AP modules and just homebrewing their own story based on the scenario of the "lost city in the jungle". After the disorganization of Book 3 and the tedium of this book, I'm not sure that there's much worth taking from the published AP material.


Just more monster farming

1/5

After cutting books 3 and 4 short because the only option is "kill em all" we really looked forward to this next chapter.
Unfortunatly we found that it just continues in the same direction. Farm monsters until you get bored. We dropped the rest of the path after two sessions.


An excellent debut from Graeme Davis

5/5

This adventure focuses on the PCs exploring an ancient, ruined city. Which is precisely what they were doing two adventures ago in "City of Seven Spears." Thankfully, the underground city of Ilmurea feels far different than its counterpart in the world above, which means there's little chance players will be feeling much deja-vu.

The primary adversaries in "Thousand Fangs Below" are serpent people, and the PCs will be slogging through a small army of them. Fortunately there are a variety of other enemies such as morlocks, gugs, drow, intellect devourers, and daemon-spawned urdefhan to keep things feeling fresh. There are also several opportunities for diplomacy, intrigue, and shady alliances here, leaving sneaky or socially inclined characters with plenty of chances to shine.

I would also like to compliment the maps in "Thousand Fangs." The cartographer did an excellent job with Ilmurea, and the serpent people's fortress (the titular Fortress of Thousand Fangs) is well done. It's essentially an enormous, coiled, hollow stone snake - really cool in other words.

There are four new high-CR monsters in the bestiary. Three of the beasties come from African mythology, while the fourth is the mysterious herald of the magic god Nethys. All four monsters were unique and interesting.

Speaking of Nethys, he gets a full write-up in "Thousand Fangs" as well. The author, Sean K Reynolds, is known for his excellent treatment of deities, but I found this article to be among his weaker pieces. Nethys came across as a bit bland. Yes, I understand that he encourages his followers to learn/create/use magic, but to what end? I thought the previous look at nature deity Gozreh, back in "Race to Ruin", was a much more intriguing piece. Oh well.

To round out "Thousand Fangs," we have a gazeteer of Ilmurea - the city in which this adventure takes place. There are some great adventure hooks to be found here, and a creative GM could keep his players occupied for many hours exploring this nifty set piece.

All in all, this is a well done penultimate adventure.


51 to 52 of 52 << first < prev | 1 | 2 | next > last >>
Grand Lodge

So, how much does SerpentStone cost? Can it be made into weapons or armor? Inquiring DMs and PCs want to know.


I also have a question, My group are in the Hunter Cavern part of this book I would like to the Trap that is inside the Temple area

51 to 52 of 52 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #41: The Thousand Fangs Below (Serpent's Skull 5 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.