Pathfinder Society Scenario #9: Eye of the Crocodile King (OGL) PDF (Retired)

3.10/5 (based on 8 ratings)

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

Arcanamirium transmuter Maren Fuln found a magically sealed amulet in the school's library and kept it as a shiny bauble. Little did he know the amulet contained an entity far worse than he imagined, and by unsealing it, he loosed a revenge-obsessed horror into the sewers beneath the school. Can the Pathfinder Society halt the beast’s plan in time, or will he build his army of revenge and sow chaos in Absalom?

Written by Christopher Self

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 May24, 2010. After May 24, 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.

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3.10/5 (based on 8 ratings)

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An RPG Resource Review


A tale of magical experiments gone awry, semi-sentient crocodiles living in the sewers and journeyman mages in over their heads... and to whom does one turn but the Pathfinder Society of course to sort everything out. And they turn to the party and send them down the sewers to deal with the problem.

The adventure starts with the party being sent to the Arcanamirium in Absalom, the great school of magic, to speak to the hapless journeyman wizard whose transmutation experiement it is which has escaped, apparently either with the aid of or due to the carelessness of, the rather stupid animal handler who took care of his experimental animals. All he knows is that there was a loud explosion and when he regained consciousness there was a hole in the floor of the laboratory and his crocodilian experimental creature was gone. That was a week ago, he's taken this long to screw up enough courage to ask for help.

The party will have to scramble down the hole - which leads to the sewers - and brave the dangers, natural and otherwise, in the hunt for the escaped experiment. This involves a fairly linear trek, dealing with hazards as they go. Basic maps are provided, of particular use (if you scale them up a bit) for those who like to use miniatures in combat. The climax is a brawl with the escaped experiment.

It's a combat-oriented adventure, the denizens of the sewer are inclined to attack first and talk, if at all, only after they have been defeated, and the Big Bad at the end is no exception. The Faction missions lead to furtive attempts to fulfil them without letting anyone else see what's happening, but do not add much to the adventure.



The premise of this adventure is cool. The set-up is cool. Then it becomes the Pen & Paper equivalent of a sewer level. The faction missions are uninspired, the combat is boring and the story goes nowhere. The background hinted at completely breaks down and gives way to one of the most boring crawls I've ever played. It was boring to read and my players did not enjoy this slugfest either.
The one PF scenario I don't want to run EVER again.

A direct delve


This adventure is a very straight forward, well paced delve and heavily combat orientated - what I think a crawl should be. In saying that, there is a need for a very well balanced party to succeed. I played 1-2 and was personally awed by the last act.

This is a great adventure for beginning characters or to introduce players to PFS/PFRPG. Particularly good for getting power players to realise that there is more than optimising characters and that they know all that there is to know in the game.

PS. I recently ran this scenario for my local players and they loved it! Highly recommend, particularly for hack and slashers.

Raw Sewage


A very generic "Fetch me my MacGuffin" dungeon crawl. Filled with deadly encounters and awful maps, this doesn't rank very high. The amount of roleplaying is close to naught. After the briefing it's just walking through a railroad under the city, seeing the wonderful sights of the sewers.

Last encounter is really some shafting. Most likely will make at least one player just leave the table to read a book or something, unless he/she is sadistic.

Focused and combat heavy, but intentionally so.


The adventure doesn't have a lot of RP built into in (though there is some if the PCs go out of their way to make it). On the other hand, the way the scenario is set up, it makes sense that the PCs will be fighting their way through this.

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