Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Pathfinder Roleplaying Game   Pathfinder Adventure Path   Pathfinder Modules   Pathfinder Campaign Setting   Pathfinder Player Companion   Pathfinder Tales  
Search
Links
Shop
Recent Reviews

GameMastery Plot Twist Cards: Flashbacks
****( ) by madwilly2006

GameMastery Item Cards: Skull & Shackles
****( ) by madwilly2006

Player's Aid II: Monster Summoning Cards (PFRPG) PDF
***** by Entropi

Pathfinder Chronicles: Book of the Damned—Volume 1: Princes of Darkness (PFRPG)
***** by April Bowen

Pathfinder Chronicles: The Great Beyond—A Guide to the Multiverse (OGL)
**( )( )( ) by April Bowen

   RSS Recent Posts
PZOPSS011E

Pathfinder Society Scenario #11: The Third Riddle (OGL) PDF (Retired)
***( )( ) (based on 12 reviews)

5x5
Our Price: $3.99
Add To Cart
Retired
Facebook Twitter Email
5x5 5x5

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?

Written by Clinton J. Boomer

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 3.5 edition of the world’s most popular fantasy roleplaying game.

This scenario was retired from Pathfinder Society Organized Play on November 15, 2010. After November 15, 2010, it will no longer be legal for Pathfinder Society Organized Play and will no longer be available in the Pathfinder Society Organized Play reporting system.

Product Availability
Will be added to your downloads immediately upon purchase of Retired. This product has been retired.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


PZOPSS0011E


See Also:


Product Reviews (12)

1 to 10 of 12 << first < prev | 1 | 2 | next > last >>

Average product rating: ***( )( ) (based on 12 reviews)


***( )( )

good adventure, but can be dangerous


I really liked the adventure, but it can be quite deadly. I advice playing down with a balanced table of expierenced players!



*( )( )( )( )

Gimmics and Failure


This mod features nothing but gemmic encounters that make sense to the GM while reading it but which the PCs have no real way of understanding. This makes the tone of the mod to be more of a 'Gotcha!' than is in any way fun.

I will never run this event again.



*( )( )( )( )

Deadly for first level characters


This would be a good scenario if for the fact that it did not claim to support 1st level characters. This is the deadliest, most unbalanced scenario I have seen.

Every puzzle battle was an EL 5 battle fight where every resource available had to be spent just to avoid a TPK.

I liked the plot and concepts that were there, but I can never recommend the scenario, especially for 1st level characters.



***( )( )

Unfortunately only average...


I have read this scenario and considered it to sure work awesome... until I ran it.
Some of the rooms are confusing to describe to the players, albeit not nearly half as bad as the town in "Hydra Fang".
What kind of broke this adventure for me were two separate issues:
The first would be the already mentioned "Video-gamism"-feeling.
The second issue I had was one of suspension of disbelief: The puzzles were too simple. Perhaps my players and I are total nerds, but I really thought that any experienced treasure hunters who failed to solve them must have been utter idiots.
I am so longing for adventures with REALLY hard puzzles in some future release(at least as a web-enhancement or something like that). My players long to use their brains and this adventure, in spite of its name, unfortunately fails to provide that.



***( )( )

Servicable


This scenario started out with great promise, but quickly turned into a trap ladden tomb that seemed to lose steam as the adventure progressed.

The chambers were different and unique, but the traps did not require a rogue. Will someone please write an scenario that shows the necessity of a rogue? My party just did it the old fashioned way. They took it on the chin.

The group took a lot of damage, but with a cleric and a druid it did not matter much. The adventure threatened the party, and they were nervous, which is great.

Still, the descriptions of the rooms and the mechanics of the rooms should be TOGETHER. I found it annoying and unnecessary to flip back and forth throughout the module for each room.

Combat 4 stars
Enjoyment 4 stars
Playability 1 star
(A better layout would have been greatly appreciated.)



*****

OH MY GOD


AWESOME! I played this adventure Genconoz 2009 with a party of 4 tier 1-2. The party consisted of a 2 rangers, a fighter and a sorcerer. Some how we managed to survive!

This is a thinking adventure. If you want to be challenged than this is the adventure for you. I would not recommend this adventure for players new or inexperience to PFRPG/D&D.



**( )( )( )

Okay, two sounds harsh, but . . .


I ran this one at a convention. On paper the adventure does actually sound pretty cool, but in execution, several of the room descriptions are confusing, with key parts of the descriptions in two different parts of the adventure.

On top of that, while it seems like the forshadowing chase scene in the beginning will be a nice way to add some depth, without any follow up, my players really felt that it was just thrown in so that the whole thing wouldn't be a dungeon crawl, especially since there was no follow up.

Finally, many of my players were immediately making fun of the "video gamisms" that were part of the scenario, which overshadowed any "Indy" feel that the traps had.

In the end, when I read through it, these things didn't jump out at me, but in practice, I can see where problems arise in this.



*****

All in all, a unique and entertaining experience.


I just didn't run this scenario, I only played as a PC but it was a great one. The build-up to the dungeon dive was epic, with a caravan journey and desert bandits and the dungeon itself didn't disappoint.

Spoiler:
I remember the first hallway of the Ravenous Sphinx having a ludicrous amount of traps. At some point I exclaimed, "Is there a trap every 10 feet here?!". There was. Yet somehow we persevered and pushed onward. Encountering the Ravenous Sphinx's creator in spirit form and having him egg us on to complete the tasks at hand or taunt us for our failings in the latest test we passed. The riddles for each test were cleverly written so that they seem exciting and cryptic yet younger players or those who don't excel at solving puzzles can usually take them quite literally to proceed.

Now for some inconsistencies/issues with the scenario. It was somewhat odd that a famed Pathfinder should study the Ravenous Sphinx for ten years and arrive whole at its entrance, only to be impaled by the first trap he encounters. If one with extensive early knowledge about the structure and its creator is killed the first moment he enters, what chance should a group of level-1 adventurers such as us have of prevailing? There were a few minor issues with the three tests. In the "Shifting Crucible of the Evoker", I felt that the Viper was shoehorned in to add another encounter, I don't think that room needed a combat encounter, especially one that straightforward. In the "Bloody Chains of the Necromancer" room, if our cleric wouldn't have succeeded landing a Channel Energy on the Shadow, I don't know if we would have made it through. It's supposed to take 8 rounds to pull the Shadow's chain taut and drag him back to the fountain in the center of the room. In said 8 rounds, a flying incorporeal creature who moves at high speeds and causes heavy Strength drain can cause no end of trouble to a group of mostly melee attackers. The zombies in the room felt quite pointless, I'm sure the creative genius of Clinton Boomer could have devised something more unique and cunning than them.

In conclusion, although The Third Riddle had a few minor setbacks, they were mostly very technical. The plot, background, NPCs, encounters, and puzzles were well thought out and designed and very enjoyable to play through. I highly recommend this Scenario.



**( )( )( )

The First Disappointment


I am going to agree with Deussu on this one. It’s a stinker, and it’s a real shame because the author tried very hard to be creative and original. To begin with the timeline is messed up. The veteran Pathfinder Colm Safan comes off as a complete fool. The warm-up encounter should be the final act instead of the first. The ‘puzzles’ are overcomplicated for the purpose they are supposed to serve. Basically they were written to be atypical and mysterious rather than to make sense. They're just too conveniently set up to be puzzles, it’s like there’s a studio audience being entertained behind the scenes. I debated whether or not to review this scenario because I was always so negative about it. I’ve run it three times and so far it’s still my least favorite to run for the players. Sorry Clinton!



*****

Packed With "Lost Ark" Style Adventure!


Another solid adventure for the Society’s roguish scholars, The Third Riddle has the strongest “Indiana Jones” vibe of any I’ve seen so far. It can be approached as a “puzzle dungeon”, but those who prefer more a “direct” approach have plenty of opportunities for battle.

My players enjoyed trying to outthink the challenges of the Ravenous Sphinx, bantering with the NPCs, quoting from raiders of the Lost Ark, and trying to “beat” the puzzle aspects of the scenario. The combats were interesting and well-balanced: Their unusual terrain inspired my players to try a variety of odd stunts, leaping from catwalks and climbing on shelves.

Spoiler:
The scenario jumps right into the action, with a detailed wagon chase scene. The scene includes a table of potential mishaps for characters who fail to control their wagons: Instead of letting the dice decide what happens, I found it more exciting to preselect the most interesting mishaps.

The Third Riddle does reward substantial GM preparation. Some of the information inside is laid out in a way reminiscent of the WotC “delve” format, with rooms described on one page and the inhabitants or traps described on a different page. Because the scenario is so short, I didn’t find the layout to be a problem when I ran the scenario.

The Gamemastery Map Pack: Caravans would definitely come in handy for one encounter. (Since I hadn’t purchased the map pack yet, I enlarged and photocopied the illustrations given for the expedition’s wagons, using them to depict the caravan.)

This scenario's material could have been effectively expanded to twice the size. A GM using it for a home game could easily make this part of a larger arc, taking seeds mentioned in the adventure and building its plotline into several adventure sessions. The “Third Riddle” of the title could trigger a massive political and magical conflict if additional rumors surfaced about Nethys’ lethal secret.


1 to 10 of 12 << first < prev | 1 | 2 | next > last >>

Messageboards

Roleplaying Memories, by Xzaral

Ganging up on your foes-aren't these guys supposed to be heroes?, by thejeff

Pathfinder Player Companion: Pirates of the Inner Sea (PFRPG), by Steel_Wind

Inquisitor build help, game tonight, by DrDeth

Somatic Components for Divine Casters, by Mike Kimmel

How do you handle standard supplies and whatnot?, by Mad Gene Vane

Auction Houses, by Forlarren

Can you keep your class a secret?, by Blaeringr

Sin Magic: How does it work?, by Mergy

10 things you love and hate about PF, by Norren

Paizo Blog

Pathfinder Battles Preview: Familiar Faces,

RPG Superstar: Encounter Challenge Preview,

The Perfumer's Apprentice—Chapter Four: The Scent of Honeysuckle,

RPG Superstar: Round 3!,

Revenge of the FAQ Attack!,

Open Game License

Store Blog

Fifteen Men on a Dead Man's Chest!,

Things That Go Bump in the Night!,

To Sail the Starlit Sea!,

Pulling Down the Walls of Jericho!,

Yo-Ho-Ho, and a Bottle of Rum!,

Sign up for our weekly store newsletter

News

Top 16 Advance to Round 3 of RPG Superstar™,

Paizo Announces RPG Superstar™ 2012 Top 32,

Pathfinder Tales Hits #3 on Barnes & Noble Best Fantasy of 2011 List,

Pathfinder Roleplaying Game Now a Dynamite Comic Book!,

Paizo Launches RPG Superstar 2012,



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, Pathfinder, Planet Stories, and Undefeated are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure PathPathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Society, Pathfinder Battles, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.