A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo and explore the mysterious Stalactite Pyramid.
Written by Sean K Reynolds
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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I just recently played this scenario at tier 7-8 at a con with a relatively balanced party, and after reading the module decided that a review needed to be made on the scenario. The scenario as a whole seemed too easy although it was very "swingy." The first act in particular was entirely too easy; CR 2s against a party of level 7s and 8s isn't very challenging. On the same note the second encounter uses the young template on two spellcasting based monsters... which while it decreases the CR does not decrease the spellcasting ability. So the encounter could swing towards the more difficult side if the DM decides to use only their spellcasting abilities (as the scenario tells you to do, in fact.)
The next few encounters are relatively easy, although they set up the characters for DM coup de grace moments, which really are not that fun as a player. Next the writer uses the young template again, which seems like the scenario was even more rushed. Finally after receiving the chronicle I saw that the GP total is about 60% the normal of a Season 1 scenario for tier 7-8. I've seen low gold amounts... but this gold amount is just pathetic.
With a few more tie-ins to the overall story, another developing pass to replace some overuse of templates, and equalizing the rewards, this scenario does have potential. In its current state however I would not recommend playing, running, or buying this scenario.
I ran this scenario 3 times at GenCon and once at home. On the whole the story felt like a rushed job, not worthy of Sean Reynolds. It has a cool concept that’s revealed in Act 2 and will introduce the players to a new skill in the Pathfinder RPG edition: fly. The combats were mostly pushovers but it depends how balanced the party is also. It was difficult on the GM to keep track of illumination and flight, plus run the combats. GMs should familiarize themselves with flight before running this scenario, and make their players look up the skill in the rulebook rather than spoon-feed it to them. The campaign world flavor was nearly absent. The faction missions were typically unchallenging. Like I said, I think this scenario may have been rushed through the development process since it really doesn’t offer a lot when compared with the GenCon premieres in 2008.
Drow of the Darklands Pyramid is a bit unfortunate. It doesn't really have a plot as such, just a bunch of fights that follow one another in a more or less linear fashion. I did not test out Tier 10-11, but Tier 7-8 was too easy. The BBEG went down before having a chance to even act, and there is a fight containing nothing but a bunch of CR 2 monsters relying on melee damage, which they cannot reliably inflict at these levels.
Additionally, the drow are an iconic foe and deserve to be treated with a bit more dignity. At the very least, if you're trying to keep the enemy a mystery, don't name it in the module title.
Yet another follower in the footsteps of Trouble with Secrets and The Eternal Obelisk.