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 product is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5). 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.
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OH MY GOD
Reviewer:
Masika Sun, Sep 20, 2009, 04:51 AM
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 . . .
Reviewer:
KnightErrantJR Sat, Jul 4, 2009, 01:13 PM
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.
Reviewer:
SushiP Tue, May 19, 2009, 04:11 PM
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
Reviewer:
Doug Miles Mon, Apr 13, 2009, 03:15 PM
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!
Reviewer:
Sir_Wulf
(RPG Superstar Top 16)
Thu, Apr 2, 2009, 09:03 AM
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.
The Turd Riddle
Reviewer:
Deussu Wed, Apr 1, 2009, 03:36 AM
I honestly can't say I liked this. The premise bodes well, but once you get to the site it all seems to go wrong. Some might congratulate the scenario for very diverse, tactical combat encounters but frankly they are merely forced into the puzzle. Oh, and as if there is a puzzle.
Very strenous for a DM to pull. Requires a lot of heavy modifications to make the encounters a bit more sensible. Definitely one of the worst PFS modules. Too video-gamey.
Most all of the combats in this module involve some complicated tactical situations, but don't let that deter anyone from playing. The module is well worth the extra effort it takes to run. If played in a convention setting, keep in mind that it may take a little longer to complete, but focused DMs and players can compensate for this if they are aware of it ahead of time. The module also involves some unique mental challenges which may not appeal to those wanting a simple hack-n-slash game. I had experienced players and they enjoyed themselves quite a bit. They were even able to come up with an ingenious way around one of the challenges which, as a DM, I love to see.
The story is fairly simple and direct, but being the first in a series it introduces some plot threads which will hopefully be expanded upon in later modules.
Every class definitely has something they can do. Having a rogue in the party is highly recommended but not absolutely necessary as there are a few traps as hinted at in the blurb. Those players who enjoy role-playing may be a little disappointed as those opportunities are few in this game, but the NPCs that do show up definitely add to the flavor of the story.
Overall, I am hoping to see the next module in the series soon. I know my players are excited about progressing through the storyline also.
Thank you ahead of time for a great Friday night's entertainment. The PDF is downloaded; the popcorn's buttered; and I'm curled up with my laptop, ready for some Boomer brilliance.