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

3.90/5 (based on 14 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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Average product rating:

3.90/5 (based on 14 ratings)

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It's An Old-School Dungeon Crawl!

4/5

Over the years I'd gotten used to PFS Scenarios with wacky new mechanics, social skill extravaganzas, and tricky enemies with combinations of abilities that strike fear into the hearts of GMs and laughter from the players.

This has none of that. It's straight up dungeon crawl, filled with enemies and hazards you've probably seen before in all sorts of modules published in the 80s.

Relax your brain a bit and you too can have a nice change of pace adventure before getting back to the more substantive adventures you can find in the later seasons.

PS: If you feel you need a challenge, try to figure out the faction missions without the handouts!


Felt a little front-loaded

3/5

I hate when you play a scenario with an encounter that if you have just the right thing its a cakewalk, and if you don't have that thing its like a first edition D&D wizard fighting a house cat.

Other than that "encounter which shall not be named" the first two thirds of the scenario can be challenging and make good use of the locale and surroundings. However, the last part of the scenario seemed a little bit of a let-down from a challenge point of view.


A surprising railroad dungeon

4/5

I played this scenario with amongst others Quentin – see his review below. I basically echo his sentiments. For me this was a rather railroady dungeon crawl, but one that does stand out from others in multiple ways.

I'd start with mentioning the combats and environments. When you enter a pyramid, you obviously expect to face undead. This scenario however pits you against scary combinations of creatures you'd not instantly expect to face. At the same time, these combination complement each-other really well and combined with the environment could really pose problems for the average party. Especially the first fight really hit our group hard. The combination of environments and opponents really make this pyramid stand out from others.

Sadly I do have to mention the exception to that, which is the last fight. After some really nasty and tough fights, I expected something equally scary at the end. However the end came suddenly. The final fight didn't even last a complete round before it was over, and that's not because we as a party did a bunch of damage. We didn't do particularly well with our dice that fight, and yet it ended so abruptly that it felt rather disappointing. The one thing that fight did do well, was setting the stage for the second part.

A final mention should go to the puzzle. It was rather enjoyable. It had a simple design, but with a nice twist to it in the form of a different language. Now as others mentioned below, there's a rather easy way to solve it, but even without that we would have probably figured it out eventually. It would have honestly not bored me to figure this out over a large portion of time, unlike some of the other puzzles I've seen.

I quite liked this scenario and I'm looking forward to playing part 2. I do hope the final fight actually is a fitting end for this series though!


Good dungeon crawl with fun monsters and an interesting puzzle

4/5

(I played this.)

I loved pretty much everything about this adventure. There's some good challenging combats (with unique and well thought-out monster combinations), a good puzzle (though it can be cheated, more on that later), and a great environment. This goes in my "want to play again"-pile.

However, there are some negatives about this scenario: though the environment is pretty unique, you don't get to know anything about it. We merely see a backdrop that's not to be interacted with, a glimpse of the past. I want to delve into the history of the place, know the background of why it ended up being here.
There's also very little room for roleplaying. Okay, not every scenario should hinge on it, but there's only one small part where you could possibly talk to some inhabitants and that's it. It also feels pretty perfunctory and could be expanded upon.

The final encounter failed to excite me. Maybe it's because of lucky initiative rolls, but he got one attack off and then he died. It might just be our fault for not giving him a chance, but after the previous encounters I'd hoped for a fun challenge, but it sort of disappointed.

For the puzzle part, here be spoilers:

Puzzle spoilers:
It's a good puzzle in theory, but we discovered that the numbers were in numerical order, which made solving it rather trivial. I can imagine it being a lot tougher if you don't see that, though. I like how some puzzles depend on logic, rather than "put object A in slot X". The fact that you need to speak a specific language can make it difficult, but luckily we had it available to us. Then again, by this tier you should be prepared for things like this.

All in all, I really like this scenario. It has its flaws, but its strengths more than make up for it.


3/5

Played this at low tier with 6 players.

The scenario is a little rail roady but it is a fun little dungeon crawl all the same.

There is little room for roleplay and the combat's are brief. Mostly it revolves around problem solving and traps which made it rather enjoyable for me.

Looking forward to playing part 2.


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Contributor

Announced! Cover image is a mockup.

Paizo Employee Director of Brand Strategy

Now Available!


Pathfinder Roleplaying Game Charter Superscriber

This sounds ultra-cool!

Shadow Lodge RPG Superstar Season 9 Top 8

Elorebaen wrote:
This sounds ultra-cool!

Running it tonight, expect a report first thing tomorrow.


Is this meant to occur before the Tournament or after?

Paizo Employee Director of Brand Strategy

After, as it takes place

Spoiler:
inside the pocket dimension the Pathfinders get access to when they win the tournament

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