Pathfinder Society Scenario #2: The Hydra's Fang Incident (OGL) PDF (based on
18
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.
Written by Tim Hitchcock
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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Hydra's Fang has an intriguing plot behind it all, but unfortunately to the players it is kept hidden a bit too well. Some events might not make any sense to a casual observer. Luckily matters like this are repairable.
It's rather combat-heavy but provides a good base for roleplaying. It's good for, say, four 2nd-level characters, but any higher and it'd be too much of a cakewalk on Tier 1-2. I haven't seen Tier 4-5 in action, but looking at the encounters it seems it'd be even more of a cakewalk. Aim this to be the characters' third or fourth adventure.
I recently ran this adventure and found that although the setting and adventure are compelling, the transitions between the scenes felt disjointed. Running this adventure, I felt that there were not many choices as to what happened next and that the players did not always intrinsically know where they were as the next scene unfolded. Nonetheless the players were able to enjoy themselves and the quality of the adventure is very high, as usual.
There are some modules that from a DM's point of view feel unremarkable. However, when I run the module, the players see something entirely different and enjoy themselves more than I anticipated. This is one of those modules for me.
The plot is simple and straight forward, however there were a couple of spots where I felt like the NPCs weren't doing entirely logical things or the motivation for doing something should have been explained. Role-playing opportunities can be small depending largely on how the PCs attempt to resolve encounters. I think this brings up the strength of the module which, depending on how player's utilize their PC class, is how varied the final fight can be resolved.
Combat, itself, is pretty much straight-forward but one combat in particular that involved an environmental challenge had me worried for my players. They handled it well with the help of a monk, but weaker parties may have a more difficult time.
Charismatic PCs can definitely fare better in this game than other types, but they will require the assistance of all classes.
Some faction missions seemed to be an after-thought and didn't support or reveal anything new about the overall goal.
Overall, a good module that my players enjoyed quite a bit, in spite of the fact that I felt it could have used a little bit more polishing.
I quite enjoyed this little adventure. While some of the encounters felt a little bit random they were for the most part quite interesting and though I haven't run it yet I'd imagine they'd be quite challenging.
The city of Diobel is one of the best things about this scenario as even though it is very short you really get a feel for its semi legitimate ways. The seedy underdocks were a particularly cool place to set the adventure. While not my favourite of the scenarios it is a good short adventure.
I have come to expect quite a bit from Pathfinder and Paizo. Production quality is always very high. The encounters are well thought-out and descriptions are vivid and detailed. As this was the first Pathfinder Society module I downloaded or ran, I was expecting more of the same. I have to say I was disappointed. Yes the descriptions were vivid and detailed – I will admit that and the setting was very evocative. But I think the entire premise was rather forced and inappropriate for first level characters. Not all of the encounters were entirely rational. I was also disappointed with the titular vessel. Overall, the module seemed like it was put together in a rush and on the fly. I have heard good things about the author’s work and hope he will take any criticism I have leveled in stride and endeavor to make his next creation that much better.
...and then bought the PDF to see the experience from the DM's side of the table. Good production values, very atmospheric descriptions.
Spoiler:
The three ghouls in the end were a bit much. Yes, I know that they were only CR 1 each, but there is just too much chance of failing what likely amounts to a save-or-die roll with that many ghouls running around.
As the title pronounced if you want action and not words, this is your gig. I was an avid player of the RPGA's Living Greyhawk campaign and switched to Pathfinder because of my disappointment re: LFR & 4E. I'm very comfortable with the Pathfinder setting and have found the PS adventures are well edited compared to some LG Core adventures. The Hydra's Fang Incident was a smooth ride with no unsettling plot holes. All the PC roles were involved, and everyone at the table had their moment to shine. The action never slowed down, and by the last fight my table was running on fumes and on the edge of our seats. Nice work Mr. Hitchcock!