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Pathfinder Society Scenario #3-20: The Rats of Round Mountain—Part I: The Sundered Path (PFRPG) PDF

****½ (based on 18 ratings)

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A Pathfinder Society Scenario designed for Levels 7–11.

In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.

"The Sundered Path" is the first scenario in the two-part The Rats of Round Mountain campaign arc. The story concludes in Pathfinder Society Scenario #3–22: The Rats of Round Mountain—Part II: Pagoda of the Rat. Both chapters are intended to be played in order and consecutively; PCs who do will receive a special reward at the arc's conclusion.

Written by Kyle Baird.

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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Product Reviews (20)
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Average product rating:

****½ (based on 18 ratings)

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Fun scenario


The role-play in this scenario is fantastically fun and the final fight is memorable and awesome. I personally love the fact that this is mostly a social scenario and that the combats in it are both memorable and challenging.

The first social encounter is exactly as PFS should be. Lets teach them NOT to be murder hobos. Then you have the excellent use of a trap mechanic as something other than, we heal it, we move on. The encounter that follows is awesome, and could have been so much worse if he'd used the advanced ones with SLAs (I'm guessing in his original submission in the upper subtier it had them). Then the dragon! All around an excellent scenario.

Fun, challenging, well-rounded scenario


Good game last night. Tough couple of fights for the party. They triumphed, of course. But there was much clenching.

We had six players. The party had an oracle, a sorcerer, a fighter, a ranger, a bard/gunslinger, and a paladin.

We started off with a little light role playing. But things got real serious real quick and a solid half of our time was spent in combat. The paladin was so useful in damage output for two of the combats, and the gunslinger rolled a clutch critical on the BBEG. The sorcerer had a consistently high damage output, and the oracle made sure that nobody died. The fighter and the ranger split damage from once particularly nasty combat. Had any of the other party members been hit, there might have been a PC death. Thankfully, everyone worked well together to earn 1 XP and 2 PP--and it was hard fought and well earned!!

I like this scenario!



Played yesterday with a 4 person party at tier 7-8. 2 Wizard 8, 1 Sorc 8 and a Bard5/Cav3.

No real issues up to the final encounter. We had abilities or items to bypass most of the hurt up till then (we did not play the optional encounter).

But oh...the final fight. Edge of our seats.

Pre-fight our OOC attitudes shifted from, Yeah we can take this to hmmmm should we fight or try to solve this some other way, which was great foreshadowing to our IC and OOC attitudes during the fight.

Round 1. This might have been a bad idea
Round 2. Yeah this was a really bad idea
Round 2A. OOC - WTF - who the hell wrote this scenario - how can it be balanced? Whats the CR on this fight?
Round 3. Holy Crap we should flee, do you think we can get away
Round 4. hmmm - no maybe we can take this.
Round 5. How the hell are we gonna get outta here?
Round 6. Nah we got this - and at least we've figured out how to run if we are wrong.
Round 7. Half the party saying Hang in there, hang in there, we have almost turned the tide. Half the party saying...we gotta run (followed by some unconsciousness activity)
Round 8. Hurrah, we are finally dropping some damage here
Round 9. Huzzah - guess you should have planned your retreat a bit better you Epic Challenge you.

Seriously Great, and we pulled every trick out of our wizard bag of tricks along with some really brave actions by the cavalier and the sorc who resisted the urge to flee right before the tide turned in our favor. Both the Party and the challenge had some bad luck D20 rolls which further impacted the swingyness...but awesomeness of the fight.

Honestly the best fights in PFS are when half the time you think you are gonna die and half the time you think you are gonna rock. This scenario delivered!

Shout out to Jesse, our judge, who did a great job running the scenario, and the final fight. I cant help but think that the two ingredients of solid writing and good judging came together to provide a really sweet evening of society play.

*disclaimer...I'm not sure if the fight actually ran 9 rounds or longer (and my wizard is still trying to clean his shorts instead of recalling the blow by blow of the fight for his chronicle), so take those "rounds" as turning points in our attitudes during the fight.

One of my favorite Scenarios


I GMed this scenario at a convention. Other people have gave in depth reviews, I just want to add my voice that this is an excellent mod. As suggested it is very challanging which I found to be a nice change of pace.

Although this could be considered a dungeon delve, it really does not feel like it because of the well balanced addition of role-playing oppertunities. Furthermore I would like to comment that the role-playing oppertunities are very good, and feel more then just nostalgic due to the inclusion of real benefits or concequences depending on how it plays out.

To top it all off Gen. Goldfrap lost his panties on this scenario, can't get much better then that.

An exercise in testing character builds and party dynamics

***( )( )

I would not recommend this mod for the light hearted, especially at high tier.

Each encounter is tough with a high potential for character death. The optional encounter is particularly deadly and will almost certainly take out a PC at high tier.

That said, at the end of the mod, each PC will have earned their chronicle.

Breakdown of my experience with the module:

Played at tier 10-11.

Party Composition:
Ninja 7/Shadow Dancer 3 w/Shadow Companion
Paladin 11
Ranger 10 w/Wolf Companion
Fey Blooded Sorcerer 9 or 8 (I wasn't sure)
Diviner Wizard 11

Encounter 1:
With a high Diplomacy Paladin, the Ratfolk were easily talked into taking the party to meet the captain of the guard. The captain was also Diplomacied to allow passage through the Sundered Path.

Encounter 2:
This is where things got a little ridiculous. Deeper Darkness and Dispel Magic in unison hurt the whole party. With the addition of Sneak Attack, we were lucky to have a Paladin who was healing himself with Swift Actions and a caster with Daylight as a Preferred Spell.

Encounter 3:
A swarm in a fragile cavern. Luckily our Arcanist made the Knowledge check to determine that the cavern could cave in should there be any significant disturbance, like a fireball for example. We were able to get to safety and the Wizard brought down the roof, literally, with a Fireball.

Encounter 4 (Optional Encounter):
We had sent the Shadow Dancer's Shadow through the rockfall to determine how long it would take to clear. Reasoning it would take a considerable amount of time, we decided to rest. The Paladin took the majority of the watch after taking first rest (he had a Ring of Sustenance) but had not yet prayed to regain his spells when the party was ambushed by the two Advanced Gugs. The Paladin did not notice their approach so they were able to get their move in the Surprise Round. He then beat them on Initiative but was unable to kill one in a Full Attack action after Smiting. The party mostly awoke to the sounds of combat (this may have been due to an error by the GM, DC to hear battle is not 0, but -10 so when sleeping, the DC is 0, not 10). The gugs proceeded to act and one rounded the Paladin with Awesome Blow, AoO, AoO followed by a full attack from the other Gug. The Wizard then cast Glitterdust. The Sorcerer and the Wizard proceeded to create pits and then the Wizard D-Doored the Shadow Dancer, Ranger and Sorcerer to the other side of them. The Wolf was killed but the rest of the combat was spent whittling the Gugs down from the other side of the pits.

Encounter 4:
With the loss of the Paladin, the party decided to just offer tribute to the Dragon.

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