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Pathfinder Society Scenario #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb (PFRPG) PDF

****( ) (based on 10 ratings)

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A Pathfinder Society Scenario designed for Levels 5–9.

On an isolated demiplane, the Pathfinders explore an Osirian ruin transported from Golarion by a powerful sorcerer centuries ago. And though the Pathfinder Society believes the fruits of their delve to be ripe for the picking, the unnatural landscape surrounding the tomb and a run-in with an unexpected guest make getting out with the treasure a tough task for the PCs.

"The Dog Pharaoh's Tomb" is the first scenario in the two-part Wonders in the Weave campaign arc. The story concludes in Pathfinder Society Scenario #3–14: Wonders in the Weave—Part II: Snakes in the Fold. Both chapters are intended to be played in order.

Written by Jonathan H. Keith.

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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PZOPSS0312E


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Product Reviews (10)
1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 10 ratings)

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Meh

***( )( )

Fairly boring dungeon crawl. Nothing to really write home about, in my opinion. You're on the railroad for the whole time. The combats aren't really that challenging, and there's not much of a reason for this to be in the Hao Jin Tapestry as opposed to Osirion.


not bad

****( )

Player review:
I really enjoy Tapestry scenarios but this one was kind of disappointing. First, there's no explanation for why we're in a swamp when we should be in a desert, which is definitely not in keeping with the rest of the Tapestry experience. Second, there was a pretty interesting puzzle in the middle that involved a lot of go-round ... but I realized we were overthinking it when I remembered we were playing a PFS scenario. The solution was obvious to the point of banality. On the whole I am unimpressed.

GM review:
I'm bumping it from 2 to 4 stars now that I've run it. It's fun if the party doesn't try to take it seriously. And now that I've done some more Tapestry scenarios I'm not sure why I originally thought there would be reasoning for appearing in a swamp; the whole point of the Tapestry seems to be screwing with expectations. Anyway, I can recommend this ... but not its sequel.


One of the best dungeon crawls so far

****( )

I played this 3 weeks ago and I thought it was really good. The whole idea of going to a demi-plane is very interesting, though puzzling at the same time. The monster selection was good and enjoyable and the puzzles and traps were unique. The end boss fight is super weak, which was a big disappointment.

The Canid Carcanet is a sweet item...if it didn't cost 15000 gold and take up a neck slot. Honestly who is going to buy this? Please stop making items that compete with neck/headband/waist. Cut it by 10,000 and make it a broach and I think I would buy it.


Some good, some ok

**( )( )( )

The Good;
Yesss... it's creative. The background could have been mundane, so this is a nice tie in. The mix of combat, traps, puzzles/investigation is good. The puzzle is moderate to easy.

The Bad;
The encounters (yes, every encounter...) is tricky to increase the challenge. You'll need some rule-lawyer logic. This module really strains the sense of fair play and/or "playability". You may have issues during play as we did (I was a player at the table).
Secondly a scenario should provide a challenge for a range of players and should not "roll over" for a class/race/ethnicity/skill set. That being said it is somewhat reasonable that if you visit Rome, you'd want a roman guide and to do as the romans do... capiche? (lol... trying to dodge a spoiler). This is a lesser issue than the above.


Fantastic Scenario!

*****

I found this scenario very well done. The combat encounters were well thought out and difficult without being too hard, the traps made the dungeon interesting, and the puzzle very clever (the party I GMed for actually solved it by hand and got it right on the first try in about 5 minutes real time).

My one and only complaint about this (and it's really minor) is that there are grates on the bottom of the lower level that lead directly into the swamp. That makes sense for it being in a swamp, but not for it being where it was supposed to be...in a desert.


1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

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