Pathfinder Society Scenario #3–24: The Golden Serpent (PFRPG) PDF (based on
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A Pathfinder Society Scenario designed for levels 5–9
The Pathfinder Society sends a team of agents to meet an important contact in an unassuming restaurant in Absalom’s Ivy District, but not everything is as it seems. What the Pathfinders find there will lead them into a lion’s den of danger and intrigue in the City at the Center of the World.
Written by Jim Groves.
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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When I played this, I was using the 7th level pregen ninja who has a whopping 35 hit points, don't even get me started, the point is I died horribly in the first combat. Bleh.
On the other hand, as a GM, it was kind of fun, if somewhat distressing to watch a pair of maguses (magi?) rip through everything in sight. The boss fight was fun, though, because it didn't end with two d20 rolls like everything else; at high tier that sucker is nothing to sneeze at.
Overall it was okay. Better than some, but not making a top ten list any time soon.
I found the plot of this one poorly developed. I never found out who our opponents where. I am skeptical that the villain of the story could get away with much, with a large portion of the city guard of the district being out and out paladins of Abadar. I found the encounters very "GOTCHA!" oriented, that unless you were a finely tooled party, you were going to struggle. I don't like cake walks but found that element of it irritating. The potential of a nigh inescapable tpk gas trap is irritating as well. Even if it wasn't fatal, still irritating that unless you can hold you breath for a long long time, you are pretty much screwed. Also, it was yet more long narrow corridors and hallways. I am getting really sick of it. I know it is supposed to be dungeons, but oh my god my eye teeth for something that doesn't involve long narrow hall ways. Also, this has to be a pretty big and powerful organization to be able to level such power and to hoodwink the PFS. What are they doing crappy petty cons for if such is the case and why are they totally nameless? This adventure also went on far too long. It took us over five hours to play.
The module is 33% roleplaying and 66% dungeon delve.
The social element allows a thriller genre scene where the adventurers find themselves in a 5-star restaurant where a deal must be made. It's a clever and memorable event.
The delve channels all that great old school ecology of the dungeon goodness that you know and love. The dungeon site has a history and a function. Everything works together. And the map is just great too, although not suitable to be printed for the players to view.
The boons available are creative but take some smart playing to achieve, which is great to see. Romantics and anti-hero arcane casters will love what's on offer.
For story-telling, GMs need to develop a strategy to tell some of the story of the primary antagonist. There's some good material to relate to the PCs, but you need to think ahead of time about how it'd be delivered. I've left some extensive notes for GMs in the Product Discussion thread.
Fantastic entree, satisfying main and the clever boons on offer with a challenging finale make a delicious desert. Would recommend.
Length: Long, we had two tables and neither finished in 5 hours, I skipped the optional encounter the other table did not.
Experience: Player with 5 PCs at subtier 5-6, most of them were three were level 5 one level 6 and a level 8.
Sweet Spot: Group of 5 higher level or a full 6, if you have the option play down.
Entertainment: The story was somewhat flawed but nothing bad.
Roleplay: Depends on the gm I made it somewhat amusing but mostly a dungeon crawl except in the beginning.
Combat/Challenges: The final challenge neither table finished, high DR, SR, spell casting ability really unless you have a tweaked party or a lousy DM this encounter hurts unless you are able to sneak up on her.
Overall: The scenario was possible with a full party of 6 and you didn't try to play up, I can see this more normal at the 8-9 level.
From a story and background perspective this is a fun scenario and helps create a believable and detailed setting. The opening encounter is a strong and a unique role-playing opportunity. The remainder take place in a lair that actually makes sense. Though no real further opportunity for roleplaying.
The encounter challenge level seemed low for a group that was playing up. I believe this was mainly down to the NPCs listed tactics.
In summary: fun to read and easy to run. A great opening RP encounter and believable lair. Best played with only 4 players.