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

***( )( ) (based on 12 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 (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***( )( ) (based on 12 ratings)

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*****

I've GMd this several times now.

I think most people's bad experience comes from a bad or under-prepared GM. This scenario has a lot of things happening in it, with several complex rules. If you dont know those rules, encounters can easily be a pushover, or incredibly deadly, depending on how you interpret them.

I would advise that you play part one, but its not necessary to understand what is going on in this scenario.
There is a lot of lore hidden in it, which you can find if you look for it. There are also several good roleplay opportunities.

All in all, you will miss a lot if you just go murderhobo trough it all. An experienced GM is advised.


Truly, a poorly written scenario

*( )( )( )( )

I am going to avoid spoilers, but it won't really matter because you don't really get much for lore in this scenario. At the beginning, you are put in a no-win scenario. Whether you win the guards over or not, you are punished. This leads to incredibly awkward scenarios where you won over the original guards and your fight with others spill into their room. They have no written tactics for this, even though it is *incredibly likely* for this to take place.

Many of the stat blocks have "before combat" portions, but don't calculate in any of these bonuses. This means the GM has to do it herself, which slows the session and hurts the flow of the game. Depending on the subtier, the boss is either a monster who overpowers you or a total pushover who cannot harm you at all.

Finally, and the biggest and most egregious error in my opinion, was the fact that a lot of your success here depends on you killing a creature in a past scenario. This creature has a very low morale and a very high mobility, meaning s/he will run for most groups and will almost always get away.

This had a great atmosphere and a good vision, but the execution was so poor it felt like a chore to play.


****( )


*( )( )( )( )

Played this at high tier.

After the first part this was rather disappointing. It is basically a slew of all too easy encounters that led to an overpowered final villain.

I expected a bit more from it.


Good Scenario

****( )

This scenario has a very sand boxy feel, with you investigating what exactly is going on and who you have to deal with to secure the mission objectives. The combats are good, although the final one has some minor issues in how you initiate/ how you reach the area. These issues are the main reason I detract 1 star.

I may be biased as I played this with my wild speech druid who is forever in tiger form. In "Rats of Round Mountain" how could this be anything but awesome? I will say that part 1 is better though.


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