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Pathfinder Society Scenario #3-22: The Rats of Round Mountain—Part II: Pagoda of the Rat (PFRPG) PDF

Pathfinder Society Scenario #3-22: The Rats of Round Mountain—Part II: Pagoda of the Rat (PFRPG) PDF
***½( ) (based on 6 ratings)

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A Pathfinder Society Scenario designed for Levels 7–11.

In the hollow center of Round Mountain, the Pathfinder Society's crack team of special agents must navigate the so-called Pagoda of the Rat, where the influential ratfolk of the region hold court. Can they break up negotiations between the ratfolk and the sinister Aspis Consortium, or will the risks taken to reach this point have been in vain? The future of the Pathfinder Society's viability in the region lies in the PCs' hands.

"Pagoda of the Rat" is the second and final scenario in the two-part The Rats of Round Mountain campaign arc. The story begins in Pathfinder Society Scenario #3–20: The Rats of Round Mountain—Part I: The Sundered Path. 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 Russ Taylor.

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 (6)



1 to 5 of 6 << first < prev | 1 | 2 | next > last >>

Average product rating: ***½( ) (based on 6 ratings)


*( )( )( )( )

Worst Module Ever


It takes a lot to qualify for the title of Worst Module ever, but since I have been playing organized play scenarios since the early days of Living City, I feel qualified in making that assessment.

1. Yet another trite module with monsters which can see in the dark and casting darkness. It was new and challenging once, but after a half dozen occurrences, the editors should be sending these encounters to be rewritten. It's so bad that my barbarian/oracle of battle/rage prophet has used a 3rd level spell slot for Daylight.

2. This is the first organized play scenario where I got absolutely no XP going back 20 over years to living city days. Why? Because we spent four hours on the second encounter (see #1). This is utterly assinine. We only saw two encounters out of the whole module. That's certainly a waste of player, author and editor time.

3. People play PFS to have fun. Beating your head against the table for hours due to a poorly designed encounter is not fun. To make matters worse, we were forced to play up due to the arbitrary PFS rules.

4. We had two PCs die (not mine) and the judge ruled that they were consumed by the rakshasa several levels above and were unrecoverable. If we'd waited a day, maybe, but not a 10 minute withdrawl to heal and buff up before returning.

I haven't read the module and I suspect that I would have enjoyed it far more with another judge, but due to the PFS rules I can not play it again even though I have only seen a fraction of the module. The Pathfinder Society needs to come up with a method of rating judges, because a poor judge makes a good module bad and a bad module worse.



****( )

A Strong Finish to a Great Series!


This scenario provided a lot of depth and was a reasonable second parter. As a player I felt like there were options and diversity to the encounters. Combats were cleverly designed and if caught unprepared a party could be in a world of hurt.



****( )

A good ending for the series


I enjoyed GMing this scenario for a number of reasons - The types of encounters were very challenging, both for the players and for the GM to understand. I had to do MUCH more research than normal to be prepared to run certain encounters. I actually enjoyed this because I learned much more about some new topics. The bad guys were built well enough to give them plenty of fun options during combat. The story was still a little weak for roleplaying, but there are at least three times you can push the RP envelope for the group. It took us a solid 4 hours to complete the scenario. They zipped through a few of the encounters that saved time and nobody had a faction mission thanks to playing them in order and not returning. The faction missions looked to be interesting enough if you had to use them. We all enjoyed the scenario and the interesting boon that came with it. Good job!



***( )( )

Standard fare


I have mixed feelings about Pagoda. On one hand we had a great time (it was mostly because of the players). On the other hand I didn't find the scenario itself very memorable. Too much time was spent by my GM drawing maps.

The combats were balanced but not memorable overall. We actually ended up bypassing all of the encounters except for two combat encounters. I'm honestly not sure how anyone finishes either Rats 1 or 2 on time if you're not diplomatic. Luckily, most groups have a diplomacy monkey, so it isn't an issue.

Detailed Rating:

Length: Long. We finished in 5 hours, bypassing most combat encounters with our diplomacy monkey.
Experience: Player with 5 well built PCs at subtier 7-8.
Sweet Spot: TBD.
Entertainment: Entertaining just because of the open roleplay aspect, so it will depend on the players. For that reason, has the potential to crash and burn with stonefaced players. (7/10)
Roleplay: Open ended roleplay. Hard to assess based on my GM alone. (6/10)
Combat/Challenges: It was OK but not memorable. It's possible my GM wasn't prepared and didn't do it justice. (6/10)
Maps: The maps might have been good, however for GMs that like to draw everything on blank flip maps with sharpees, it takes too long and is often confusing. A lot of the session was spent on maps. (4/10)
Boons: A powerful but situational boon that will be appreciated by some players. I guess if you're going to reward boons like this it should be in the upper tiers. (10/10)
Uniqueness: There were a few tricks. (7/10)
Faction Missions: We didn't get faction missions, so that was welcome change and it made sense. (8/10)

Overall: The scenario was 'OK'. (6/10)



*****

Rats Return Rocking!


Wow ... after running Rats part 1 at a convention within 4 hours it was quite a change as I ran Rats part 2 as a home game which took 8 hours at Tier 10-11. Admitedly, we took breaks for food and drinks and chit-chat but I think this might be a tricky scenario to complete within 4 hours. I think it can be completed within 4 hours but the DM has to keep the party very focused and execute the mobs' strategy quickly.

Again, this adventure was an excellent balance of story and combat which places the power back into the hands of the DM. What do I mean by that? - I had that question from a reader. I mean that the mobs are sufficiently nasty that the DM really needs to be responsible for customizing how dangerous the mobs are. If you read the encounter specific spoilers, I elaborate on how this can be achieved.

Also, I received a question why Rats part 1 only received 4 stars and not 5 stars so I imagine I'll receive another question since I gave Rats part 2 received 5 stars. I really liked Rats part 2 because of how it could be played "sandbox" style. It also provides for a unique experience for the players depending up whether they have played Rats part 1 before Rats part 2. IMO, being open ended and unique earns a module 5-stars vs. 4-stars which I would award to a module which I felt is solidly better than average.

Spoiler:

In my particular case, my players had played Rats part 1 immediately prior to Rats part 2. As such, the scenario does not require them to complete their faction missions. However, I suggested that my players do so because I felt they would be able to better experience the story. They agreed and this may have contributed towards how "long" the scenario ran.

In any case, if my players had chosen NOT to complete their faction mission, they could have easily flown up to the top of the tower, encountered Krella who would be friendly to them and helped them defeat Durriya. I would have probably enabled Durriya to notify her Inquisitors and they would have arrived in 2 minutes as a second encounter for the party. If that occurred, I'm pretty sure the scenario could be completed within 4 hours.

DM complexity - very high
I'm an experienced DM in 3.0, 3.5 and PFS and spent over 8 hours preparing this module at Tier 10-11. Furthermore, there are lot of conditional modifiers to keep track - I usually keep a note sheet at hand to track everything which occurs and I ran out of space on it.

Player complexity - moderate
I ran this game at Tier 10-11 for 6 players: one at 10th level; 4 at 9th level and one at 7th. I would consider two of the characters having "optimized" builds but this did not imbalance things especially since they were the front-line fighters and this ended up saving them when they performed unwise character actions. I also made the PCs complete the entire scenario without resting so spells and resources were very limited.

My favorite element of this scenario was the complexity of the plot. There were many twists and turns which could have occurred. As such, I felt I was definately kept "on my toes" as a DM.

Spoiler:

Inquisitors on floor 1 - This is probably the most deadly encounter when the Inquisitors are combined with Shenru. I knew in advance that my players would not fight the Pagoda Guards and this meant that Shenru would join up with the Inquisitors which meant TPK - something which I refuse to accept as a DM because I believe that ends a story and as a DM, my job is to tell a story. As such, I decided in advance that the Inquisitors would be similar to the Tower Guards in Rats part 1 and deal non-lethal if they saw someone was getting ready to fall. Since I wasn't planning on TPK, I had to plan for what to do if the entire party was incapacitated and captured. If that happened, I decided that the Inquisitors would notify Krella of their capture and not tell Durriya (since she was meeting with the Aspis Consortium agents). As such, Krella would rescue the party and lead them to Durriya.

When I actually ran this encounter, it went very badly for the PCs as I expected. The PCs rolled very poorly for perception and initiative which gave the Inquistors plenty of time to almost drop their two front line fighters. Each Inquisitor when fully buffed dealt about 30 points for each hit - so within the surprise round and 1st round of combat, the party took over 200hps. The fight occurred in room A2 as described in the module and I had the Inquisitors positioned in the adjacent rooms (Shenru with 2 Inquisitors on the west door by the Storage Room; 3 Inquistors in the east door by the Armory). As such, the party was pretty much cornered - funny since they earned the Cornered Fury boon at the end.

Xorn and Crystal on floor 2 - after the first battle, this was a relatively "easy" fight.

Destrachens on floor 6 - after the first battle, this was a relatively "easy" fight too. However, nobody in my party had Silence memorized and so they ended up being completely out of memorized healing spells after this fight due to the amount of damage they had to take from the Destrachens. As such, after this fight, they were very relieved to meet Krella (who provided some healing to them).

Durriya and the Diplomats - this COULD have been the most deadly fight for the party. I say that cautiously because I think it could have gone very differently if the party had not played Rats part 1 prior to this game. If they had not played Rats part 1, then the Inquisitors on floor 1 wouldn't have been as deadly since Shemu isn't with them. Also, if they hadn't played Rats part 1, then Krella would probably not help the party. In any case, this has a potential to rival the Inquisitors/Shenru on floor 1 for the toughest encounter.

I did not provide for surprise in this encounter since Durriya had an enhanced detect thoughts ability and Krella was with them. However, the Diplomats were very effective against the party (mostly human). I think my most interesting moment was when the two front line fighters decided to charge Durriya only to discover she was an illusion. Then realize that Durriya was on the far side of the room. It then gave the rest of the party a challenge to try to figure out how to defeat her.


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