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Pathfinder Society Scenario #3-14: Wonders in the Weave—Part II: Snakes in the Fold (PFRPG) PDF

Pathfinder Society Scenario #3-14: Wonders in the Weave—Part II: Snakes in the Fold (PFRPG) PDF
**½( )( ) (based on 10 ratings)

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A Pathfinder Society Scenario designed for Levels 5–9.

In a world the Pathfinder Society thought theirs for the exploring, the agents sent to retrieve a simple relic find themselves at odds with an entire lizardfolk village. As if that weren't enough, however, am longtime rival to the Society has allied with the lizardfolk, and if not stopped, the Pathfinders' entire operation on the newly discovered demiplane could be in jeopardy.

"Snakes in the Fold" is the second scenario in the two-part Wonders in the Weave campaign arc. The story begins in Pathfinder Society Scenario #3–12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb. Both chapters are intended to be played in order.

Written by Hal Maclean.

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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Will be added to your downloads immediately upon purchase of PDF.

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


PZOPSS0314E


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Product Reviews (10)



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

Average product rating: **½( )( ) (based on 10 ratings)


****( )

Can be quick.


Let's see, I think the strength of this scenario is can be ran very quick. 2.5 hours quick. I have ran this 3x and played it once.

So 3/4 times this is fast easy scenario for players, the other time the team of pathfinders failed.

Allot of previous reviews were spot on.



**( )( )( )

Found Wanting


I played this last night and was disappointed. The last one was really kewel and the the idea of a Boon was super kewel. This is rated from a player perspective, and I understand, some GMs run these cold and it has an effect on the sessions.

Pros-

The Boss fight was better then the last one but was odd and the entire time I was thinking "Was this needed?"

The Roleplaying in this mod has some excellent potential, but I blame our DM for not being a good inprov. You can do a lot here and the end was a great surprise.

Cons

Most of the fights were a breeze and they weren't the slightest challenging. The variety of opponents were horrible, seriously, why can't the aspis consortium have a Naga or something, that huge lake should of been a major fighting ground.

The Boon, seriously? ONE time use? Super Lame.

The End Boss? Who the heck was she? Why is she of Importance?



**( )( )( )

Why do we keep doing this?


I have played this, I have neither GMed nor read this.

Oh cool, a special boon for playing the series. Oh its super narrow and completely useless? :(

This disappointment turns an average scenario into a disappointment.

Also there was this weird room at the end after beating up the badguys that messed up the narrative flow.



**( )( )( )

Pretty boring


I agree with the two previous commentors (see below), this scenario left me wanting.

I want an explanation for how the bad guys got there. If this will be explained later on somewhere/somehow, that's fine, but if not, an explanation should have been included.

Multiple combats against the same type of bad guys (cave inhabitants and generic bad guys) gets boring, even if they are a bit different in combat themselves (bow opposed to sword).
It also doesnt help that the generic bad guys are badly statted and have no feats that help them be effeective in the type of combat that the scenario says they are there for ('archers' with no archery feats at all, etc).

The lack of flavor of the setting made it pretty boring to run, and the scale of the cave was annoying. Also, along that line, if the map is on a 10ft scale, that means the 'human made bedrolls' in one section of the map were somewhere around 10ft wide and 12-15ft long...

Faction missions were decent, though some were far too vague to allow the player to know what he was even looking for, and the description of the sought item didnt give any hints that THAT would be the McGuffin, either.

Unlike whichever of the previous reviewers said it, I liked the optional encounter being after the BBEG. It was a change of pace from the regular, though the puzzle was poor and gave no way of how to handle the situation if the PCs are unable to make the required skill check, but still want to give it a shot.



**( )( )( )

Trudge in the mud with GM creativity required.


I agree with Entropi (see below). As written, this scenario is an unfulfilled and unglamorous trudge through the mud. As a GM, I felt I needed to edit and tweak encounters to make this scenario work. SPOILERS AHEAD.

PRO:
-The closing scene where the Muckmouth tribe discusses the possibility of alliance with the Pathfinder Society is a nice touch, and is a great chance for some decent roleplay. The diplomacy modifier penalties listed is a nice addition. More meta-quests like this, please.

-The Cheliax faction mission. Great job on this, it's a streak of colour that really shows how the faction mission can challenge the players creativity and create tension. Beautiful.

CON:
-The adventurer stat blocks are woeful. Is it a condition of membership to the Aspis Consortium that you need to take the worst multi-classing ideas and feat choices in the game? The 'archers' selection of feats is basic at best. My party played up and it was still mostly a cakewalk, aside from a little bit of stonewalling during the boss battle.

-There has been no effort made on the terrain description. Aside from a paragraph telling us what muddy conditions are like, there's little effort to show the terrain of this adventure locale. I needed to redraw the waterfall room to make it seem like a challenge for the party.

-The lack of fulfillment in the story. How did the enemy trespass into the Tapestry? Who is behind it all? If this is a three part story, tell us so. Don't leave us hanging here.

-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.


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