Pathfinder Society Scenario #32: Drow of the Darklands Pyramid (PFRPG) PDF

1.90/5 (based on 8 ratings)

Our Price: $3.99

Add to Cart
Facebook Twitter Email

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.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

1.90/5 (based on 8 ratings)

Sign in to create or edit a product review.

Interesting Dungeon Crawl



I played this via play-by-post at high subtier (10-11) with my “caveman shaman”, Gurkagh. Drow of the Darklands Pyramid is almost 100% dungeon crawl, but it’s a really inventive and well-described dungeon! The adventure certainly has some challenging combats. Since the title gives it away, it’s not a spoiler to say drow are the main threat in the adventure. They’re handled well and some named foes are fleshed out with personal details (though the players aren’t likely to learn many of them). The background story leading up to the dungeon-crawl doesn’t hold together great. Overall, I’d place this one in the same category as a lot of Season 0/Season 1 PFS scenarios: fast, straightforward, and combat-heavy. Good if you want to try out a new build or tactic, not so good if you’re interested in role-playing, story beats, or investigation.


Drow of the Darklands Pyramid takes place in Osirion. The Pathfinder Society has been excavating a pyramid dubbed the “Tilted Pyramid” because it leans to one side. However, every single artifact they’ve uncovered from the pyramid has been stolen by hooded caravan raiders who strike at night. The Society has decided to call in a team of specialists (the PCs) to find out who’s robbing the caravans. By the time the PCs arrive, a trail has been discovered leading from the last caravan attack to a deep cave suspected of connecting to the Darklands. That’s where the adventure starts, with the PCs essentially at the front door of the dungeon.

But what a dungeon! Following the trail leads to a vast cavern containing the suspected twin of the Titled Pyramid: the so-called “Stalactite Pyramid”, so-named because it hangs upside down! There’s some backstory about the Stalactite Pyramid perhaps having magic allowing the Tilted Pyramid to fly, but none of it is really relevant to the adventure and I don’t think the PCs will learn of it. (though there are a lot of hints in the scenario that it may come up again in a future scenario).

Anyway, what’s been going on is that, in addition to raiding the PFS caravans laden with artifacts from the Tilted Pyramid, a drow expedition (led by a cleric of Abraxus named Jevana) has just blasted open the “tip” of the Stalactite Pyramid and entered to loot it. The PCs need to follow them in, which might seem to be a challenge since it’s so high up along the cavern, but a magical effect gives everyone the ability to fly. So in essence, the adventure consists of flying and fighting upwards through an ancient upside-down pyramid against foes quite skilled in unorthodox combat. It’s a pretty original concept, and the writer has taken great pains to establish the features of each encounter: light levels, hardness of doors and objects, enemy tactics, etc. A GM who pays careful attention to these things (and the rules for flying) will be rewarded with combats that are much harder than when PCs get to fight in usual (optimal) conditions. Extra attention will need to be devoted to maps and room descriptions, as 3D encounters are always a little clunky. Patience and preparation are key.

I don’t think there’s much value in me going into more depth about the encounters other than to say that, in addition to the drow, foes include driders, quasits, a duergar slave (the only potential role-playing opportunity in the session), and at higher tiers, some demons like hezrous and babaus. I’d encourage GMs to use the faction missions—they’re interesting and will spice things up a bit as some require secrecy from the other party members. The Chronicle doesn’t have any boons, and the Conclusion is pretty straightforward. I don’t know if the connection between the Tilted and Stalactite Pyramids is followed-up on in later scenarios or not. Story-wise, I was a little surprised no attention seemed to be given to how drow in Golarion are commonly thought to be a myth and that their existence is a deep and dark secret that elves try to suppress. In Drow of the Darklands Pyramid, drow are just another type of enemy to fight.

An RPG Resource Review


Osirion is filled with countless ruins, pyramids, tombs, and other strange structures dating back thousands of years... and unsurprisingly is a favoured haunt of the Pathfinder Society, with its love of artefacts. A particularly fruitful dig was undertaken recently at the Tilted Pyramid - only robbers purloined the finds as they were being transported back to the Grand Lodge in Absalom for study. That's enough for the Society to dispatch a bunch of troubleshooters like the party, but just as they are tasked with this mission, news comes in that suggests there is another subterranean pyramid linked magically with the Tilted Pyramid.

After the scene is set for the GM with a short backstory and adventure summary, the scenario begins with the party standing outside a cave near the Tilted Pyramid to which the robbers have been tracked, their briefing ringing in their ears. From there on in, a spot of spelunking leads the party through some spectacular caverns, with a bridge spanning a chasm and other quite cinematic sights. Needless to say they are not alone...

There's plenty to explore and discover - and fight - and the original owner of the pyramids was not above the odd magical trap to defend his property. This should provide the potential for an exciting delve with distinct echoes of Indiana Jones style exploring, although there are scant opportunities for role-playing... and yet somehow it falls short of that potential and without additional input from the GM (really only possible if you're using this in your own campaign rather than in convention play) it can be a bit dull.



This is just not good. I defy anybody to explain to me how the map is supposed to work. There are a couple of decent combats towards the end, but the plot makes absolutely no sense. The author, unfortunately, somehow believed that this scenario was going to be the launching point for a huge number of scenarios and left in all sorts of little passages that go nowhere. There is so much "beyond the scope of this adventure" that one wonders what exactly the scope of the adventure covers. Apparently, all it covers is a dull, boring dungeon crawl.

Weak 2 star


Story 1/5
Setting 2/5
Role-play-ability 1/5
Combat 2/5
Suitability 3/5

What we have here is a weak scenario.

Story 1/5

First story, is basic at best. PC's put into a desert to go into a cave. The title of the scenario is also a poor choice.

Setting 2/5

The Pyramid was a cool idea that never was really realised. Other than as a basic dungeon crawl. An upside down pyramid in the underdatk could of been AWESOME. I am not sure but I hope the scale was off if the squares were 10ft and the map was larger I think it would of been a better scenario.

Role-play-ability 1/5

Lets see every drow "Fights to the Death" except the leader. Why? They are chaotic evil and should betray their mistress. Drow researchers, really? They fight to the death? At 9th level other than summoning their only offensive spell is Magic Missile. They should know better than to fight for to the death. Also why is their a sorceror as a researcher. This scenario does allot of diservice to the drow. Combat enccounters, the drow rarely use the enviroment to their favor. Languages, most of the drow will have little possiblity to even speak to the party.

Combat 2/5 Young Driders really? This is really a bad template to ever use. It also opens up allot of really glaring problems. The young template should be removed from all Paizo products. First lets make a large aberration that is tough but limit it to one size smaller weapons. Lets apply the young template to this abberation and forget to give it small weapons. Now it is a medium sized creature. Then lets explain to the players it is a baby drow with large sized spider legs and halfling sized weapons. But can still dish out lightning bolts like a 6th level sorceror. In a home game this would make a fun twist perhaps an irony of Drow.

Combats missed the mark on every encounter except perhaps low tier encounter 6 and high tier encounter 5.

Suitability 3/5 This is not paticularrly suited for Golaran as a whole. For Pathfinder Society as it doesn't really set out to explore to much of its settings. I think it is more suited for a home game in the underdark. Where a GM could modify some encounters and expand on a cool pyramid.

My players had fun playing this though. I just don't think it is a solid hit.

Draught of the Darklands Pyramid


Much like the desert around it, this scenario is dry and dull.

It was the last scenario I played before I hit a 2 year hiatus. With such an effect it should be clear without saying how much this scenario sucked.

1 to 5 of 8 << first < prev | 1 | 2 | next > last >>
Sign in to start a discussion about Pathfinder Society Scenario #32: Drow of the Darklands Pyramid (PFRPG) PDF!