A Pathfinder Society Scenario designed for Levels 3–7.
Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.
Written by Dennis Baker.
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 had a BLAST with this adventure, and yes, that is a pun, even if it's only particularly identifiable to the people I played with. It's just the right mix of linear and freeform, roleplaying and combat. Highly recommended!
I love running scenarios with kobolds. They are as much fun as goblins, yet their expertise with traps makes them more respectable. Not much, but somewhat. If your players don't have a stronger sense of respect for these little guys by the end of this adventure, you missed something.
Spoiler:
First of all, you have an opportunity to meet with one of the kobolds in a theater of all places. This shows that the diminutive reptiles are smart and can occasionally have an appreciation for the finer things in life. I don't think this aspect has been fully explored in printed form before this scenario.
Then we encounter the Sewer Dragons' trap-making skills with the boulder trap, which squished one of my players. I had the final kobold scout in that encounter bait the Player-Characters into following him down a cute only to come nose-to-tentacle with two Otyughs. The last scout harrassed them with arrows while the group fought for their lives.
The meeting with Yippitok almost killed one of the PCs. Alchemists can be deadly.
My favorite encounter was the finale with Chief Kibizax. Instead of having the dragon as an illusion, I made it a living, blue wyrmling. I added a background storyline in which there's an adult blue dragon controlling part of the criminal trade in Absalom and the blue wyrmling that acts as the Sewer Dragons' mascot is one of her children. The wyrmling was a gift to Kibizax to cement her business dealings with the kobold tribe. This was just my little spin on the overall plot and it didn't change the events of the conclusion as still Yiddlepode agreed to work with the Pathfinder PCs once her father was dead.
The players easily dispatched the wyrmling, so its inclusion didn't unbalance the encounter.
Kudos to Dennis Baker for making such a cool scenario. I look forward to more adventures by him!
I love this mod. The kobolds in it are properly sneaky, there's some nice roleplaying, and the fights should have you respecting the nippy little buggers. Some have said it falls down at the higher Tier, but I can't comment on that. At Tier 3-4, it's great!
I like this scenario for its balance between combat and role-playing opportunities and for the use of non-humanoid enemies. I have played it and GM'd it twice, so far, and all three tables had loads of fun.
If your players enjoy role-playing, you have a lot to work with here. Most of the combats can easily be down-played or even resolved cinematically.
OTOH, if you have a hack n' slash party, most of the role-playing can be resolved with skill checks and the combats lend themselves to some interesting tactics that can make your players squirm.
GM comments:
I love traps and the ones in this mod are pretty cool. I only wish there were more.
The tactics should incorporate the traps into kobolds attacks more thoroughly, but a GM should be able to do that him/herself anyway.
I loved the addition of the Otyughs, although in the sewers, it should be no surprise that such creatures are present. They are a bit under-powered, especially at the higher tier, but combined with the kobolds, can be a nice encounter. The key is timing. When the bolder trap is triggered, get 2-3 of the kobolds to escape into the lower room and then get behind the sewer grate into the tunnels. From there, they can fire upon the PC's as they try to deal with the Otyughs.
If you can have the alchemist escape and join the boss, it makes for a much more interesting and challenging encounter. Use the dragon to your advantage before it disappears. It is especially effective if you plant ideas in the player's minds that these dragons have a dragon leader or at least a dragon pet.
All-in-all a very good scenario. I will be running it again a couple times soon and I hope to see more quality writing by Mr. Baker in the future.
I'm going to be running this three times at Gen Con. So I'm hoping it will be a blast. I'll see about writing a review after running it and getting a good impression of it.
I bought this one last night and think it will be a very fun run, but..
Spoiler:
I was a little disappointed that there were no true dragons in it. The adventure's name suggests a group of dragons--not kobolds. Yes, I know that kobolds are related to dragons, but it's still a bit misleading. That said, I'll change the illusionary blue dragon into either a real black dragon (very young), or a real blue dragon (wyrmling). Hopefully, that doesn't kill the party as the kobold chieftain is no slouch with evocation magic.
Still, all-in-all, a very exciting and well-written adventure. Thanks Dennis! :)
I bought this one last night and think it will be a very fun run, but.. ** spoiler omitted **
Still, all-in-all, a very exciting and well-written adventure. Thanks Dennis! :)
Thanks!
Spoiler:
Paizo really wants to keep actual dragons rare (which I love) so a real dragon was pretty much a no-go. If you did add a dragon in there be really careful, the chief is no slouch, When I ran this last night I had to dial him back a bit for (relatively weak) subtier 3-4 group and even at 6-7 he was nasty until his guards got bumped off.
I'm not sure but my contributor tag and name were more due to my contributions to Ultimate Combat. They might give PFS authors the options to get contributor tags too, I'm not sure.
Ok, I'm running this tomorrow and I have a question about the first encounter:
GMs only:
On page 5 it says "The only door to the station is closed." The module goes on to explain how difficult/noisy it is to use this door, even calling it the "front door." The mod specifies that the thugs assume the PCs are gamblers if they come through the front door (the noisy one?) but are warned if they come through the back door and the dog barks. The map itself shows one door, with the dog nearby. It doesn't make sense for the only door to the place to be so difficult to get in/out of, since there are people there. Am I missing something?
Hmm, that is actually a bit of a goof on my part. I was using the small image of the map from the web store when I wrote this and I only saw the one door going into the jail area and I thought the back area was an office not a porch. Thus the 'only one door in'. Hope that plus Marks comments help.
Finally got to play this, and one of the few I hadn't been spoiled on by running it myself first. Another Ogre scenario makes it way onto my list of favorites. Played up with a crew of 4-5s and were suitably challenged by the plethora of traps. Felt very koboldy indeed!
before the PCs enter and hides behind the curtain or the scant scene decorations during combat, maintaining the illusion of the dragon on her father’s behalf.
Can another arcane spellcaster (presumably with the spell on that characters class list) take over concentration? and is this supported by RAW?
Also this seems to be in contradiction with Kibizax whose tactics say the illusion goes away after 2 rounds.