Pathfinder Society Scenario #34: Encounter at the Drowning Stones (PFRPG) PDF

3.30/5 (based on 7 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).

Rumored to be the most desecrated site in the Mwangi Expanse, the natives have long feared its malevolent presence. Rumors of suicide, infanticide, murder, and chaos have always been mentioned in the same breath with these mysterious rock formations. The Society sends you there after the location is discovered by a demonologist working for the Aspis Consortium. The Society fears the Aspis have discovered the source of the Drowning Stones' power and its up to you to insure that they don't get their hands on it.

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 Pathfinder Roleplaying Game.

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Average product rating:

3.30/5 (based on 7 ratings)

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4 stars... I think

4/5

This scenario was just beautifully laid out. Good but quick intro, lots of danger and threats from the environment, bringing a real Indiana Jone flavor to it right off the bat and keying us up for danger and action.

Without spoilers, a smart party can not only skip a fight but gain aid. Brilliant.

The end area itself - we ran this tier 10-11 - would have butchered me. I am still unclear how a 'regular' party would have overcome the obstacles. But that is part of why it was so fun - every encounter felt like it had a 'smart party escape clause' and I really was 100 percent mentally focused on every word from the GMs mouth, as it was clear we wasnt just reading flavor text... he was giving us subtle clues. And he didnt spoon feed us either - either you got them or you didnt.


Mwangi Madness!

4/5

Once again Osprey sends the Pathfinders to an exotic locale to test their limitations. Although traversing the Mwangi Expanse is not as grueling as scaling The Dragon, Hitchcock has a way of reminding the players they aren’t just taking a walk in the woods. The plot is relatively straightforward as has come to be expected, however there are some delightful twists. This scenario ranks high on campaign world flavor. I wasn’t impressed with the faction missions but I learned that two factions had some challenges that were more than just skill checks. The combats were a mix of ‘Wake me up when it’s over’ and ‘Has anyone seen my spleen?’. I think it’s intentional to lull players into a false sense of confidence before dropping the hammer on them. I haven’t felt as challenged since The Hydra’s Fang Incident, however we did play up… There are some fine role-playing situations and a lot of problem-solving for the tacticians in the game.

Beware that this scenario can take a long time to complete. With the optional encounter, we took six hours to finish. The final encounter was lengthy. You players will have to learn why when you play it... At 28 pages, this is the 2nd highest page-count scenario to-date. Part of the length is due to a full-page map included for 3 of the encounters. Beware when printing, you may want to adjust your settings or exclude the full color pages before having all your toner consumed.




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Lantern Lodge

Yes!!! I've been looking for more Mwangi expanse material.

Liberty's Edge

I recommend this for a great jungle adventure with lots of atmosphere. I can see echoes of "Heart of Darkness", King Solomon Mines" and "African Queen" in this one. Maybe you can hear the drums beating right now! Just getting by in Mwangi is life-threatening but the adventures has a clever plot device that stops this becoming tedious throughout the whole duration.

We found the plot quite complex although its possible for the players to go right through it without realising some of the twists. We had did a plot reveiw after play had finished so that it wasn't wasted.

There is a good balance between roleplay and combat. A Ranger or Druid will find lots to do. One of the combat encounters has strong possibility of a TPK if your characters aren't suitably equipped and the DM should have a sensitive touch on the "volume control"! Another combat is very easy by comparison and then you really need to let rip so the players have a challenge.

It's true that it is a long one. We played at a relaxed pace and took a full day to play, including the optional encounter. I think it would be a big problem to fit into a normal convention slot without wasting some good roleplaying/story/jungle ambience.

Grand Lodge

Quick correction for anyone wanting to run this:

Pg. 17 & 19 - Fangs of Sifkesh and giant fangs of sifkesh

Reduce the Intelligence scores of both these creatures from 6 to 2. The advanced creature simple template doesn't increase Intelligence scores of 2 or less.

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