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Pathfinder Society Scenario #3–24: The Golden Serpent (PFRPG) PDF

***½( ) (based on 11 ratings)

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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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Product Reviews (11)
1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***½( ) (based on 11 ratings)

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A splendid scenario for both combat and roleplay


This scenario had everything I was looking to bring for a table. The roleplay elements were in depth, and varied between subtle nods to prior scenarios, backdrops detailing the political atmosphere of Absalom, and detailed interpersonal opportunities with specific NPCs. The number of things I can't say here without spoilers is simply overwhelming.

The opening was done beautifully, and really sets the tone for the urgency of the whole scenario. This leads directly into some tactically interesting combats that had my table gritting their teeth as they fought through them. This scenario sets the party up well for a real feeling of accomplishment at the end. I cannot recommend this highly enough.

Dripping with flavor


The first scene of this adventure is one of the most memorable of any PFS scenario. It leads into an excellent dungeon crawl that is challenging and creative. Good RP, plenty of combat; everybody leaves the table happy.



Arrgh! I just wrote a long, detailed review of this, which the system then ate when I tried to post it. I'm not doing it again, so I'll just say that this mod is extremely cool and interesting, and has the potential to be very difficult (far more so at high tier). Experienced GMs will get more out of it than novices, for sure. It has tough, intelligent villains, and a couple of devilish tricks designed to take advantage of typical PC psychology. Best of all, it has built in latitude for GMs to alter the tactics of the enemies in the end dungeon.

It has a couple of flaws and some of the logic is just slightly wonky, but that stuff can be worked out with only minor tweaking if you're on the ball. I can see why more inexperienced groups (both players and GMs) would find it frustrating. The "long narrow hallway" complaint someone posted about did not come up as a problem for my table at all, and won't for you either if you get a little creative with the tactics in the end dungeon. Hint: Set the BBEG fight in the pit room. Makes all the difference in the world.

mixed feelings

***( )( )

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.

Not a fan... Player perspective.

*( )( )( )( )

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.

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