Pathfinder Society Scenario #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb (PFRPG) PDF (based on
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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.
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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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.
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.
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.
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.
This is how you handle a good delve story. It’s just a shame that the title and offering of the mod suggested a different quest entirely. I was expecting planar mystique, so it was weird to find a story that’d probably be better suited to Osirion itself.
PRO:
-This is a creatively written and well handled dungeon trawl. I have added a star for the ingenious combinations of monsters and environmental hazards that cover the opponents bases and make for a more difficult and challenging number of combat encounters. Both the thinking behind the encounters, the dangers of the environment and the layout of the dungeon are top notch. Jonathan Keith knows how to write a good delve.
-A dungeon puzzle that is just hard enough. I was grinning while sitting back and watching my players try to decipher the hieroglyphics.
CON:
-The elephant in the room for the 'Wonders of the Weave' series is the lack of imagination seen in the creation of Hao Jin’s tapestry demiplane. A demiplane can be anything – a crystalline forest, an MC Escher landscape, the innards of an enormous creature. Anything! What we get instead is a misty, featureless swamp, inhabited by creatures found in material plane Golarion. It’s a lost opportunity that the world within the weave wasn’t actually wonderful. This was a great opportunity for an imaginative and interesting adventure locale for PFS play and the developers blew it.
-The finale with the antagonist isn’t that interesting, leading the penultimate combat to be seen more as the ‘boss battle’ than the actual boss himself. While it’s good that there’s a chance to talk many of the NPCs out of the fight, there’s not enough storyline here to provoke much interesting conversation apart from ‘him bad, we good’.
-The Canid Carcanet is a cool item, but it’s cost value is prohibitively expensive. I can’t imagine any PFS character making the choice to lose their neck slot and losing 15,000 gold to this item, as flavourful as it is. Which is a shame, because it’s a great versatility-boosting relic that could be really nicely used in future games. Please cut the cost to 10,000 gold.
-We’re beginning to suffer here from pointless faction missions, in particular, the Qadiran faction mission. How exactly does a useless bauble improve their standing in Absalom, exactly?