Pathfinder Society Scenario #3-02: Sewer Dragons of Absalom (PFRPG) PDF

4.70/5 (based on 24 ratings)

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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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4.70/5 (based on 24 ratings)

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Great Scenario


I have to say this was a pleasure to play and dm. I played this at gencon at high tier and it definately gave our group some things to worry about.

I later ran this with another great group, this group had two wizards. This group surprised me with ingenius strategies.

I have ran this and played it two more times, I have to say this is a really memorable scenario.

Great role playing potential, and story. Plus I like Kobolds. Good job to the author. On a side note I want to play a Kobold in PFS. Ogre can you mail me a boon? J/K

Great Roleplaying but iffy Combat at the higher-tier


Sewer Dragons of Absalom

I ran this twice at Gencon 2011 and have mixed feelings on the module overall.

Both times that I ran Sewer Dragons, it was at the higher tier. In both cases, the players at my table were all experienced and nobody was playing a pre-gen. Most PCs were at level 7 (two were at level 8). If you have ever run a PFS scenario for level 7 at Gencon, you will know that not having a single pre-gen at the table is a rather rare occurrence. To have it happen twice in a row was very unusual. I think the module suffered for it, especially with a table of six.

The reason for this is straightforward: with a table of six experienced Pathfinders at level 7 (or 8), the combat throughout the module was not challenging at all. Worse, the combat was not terribly interesting, either. The sole exception to this was when a PC fell down the chute and found himself fighting a pair of Otyughs in the dark on his own until the rest of the party could come to his assistance. In both cases, the victims of the chute had high ACs, so they were easily able to stand against the pair of Otyughs without too much trouble. Had a relatively low AC character fallen down the chute instead, matters may well have gone otherwise.

Had the module been played at a higher tier with half the table playing pre-gens, it might be that the combat in the module might have had a very different feel. However, against a table of 6 experienced players who knew their level 7 characters’ capabilities well – the PCs just steamrolled through the opposition without even breaking a sweat.

On the plus side, the roleplaying elements in the module are uniformly excellent and these encounters are the greatest strength of the module. The first major encounter with Creeley Greeves may be solved by either combat or roleplaying and I thought this provided a nice balance to the module, overall. The surveillance part of the module which leads to the first roleplaying encounter at the Opera House with the King’s daughter, Yiddlepode, had a nice “vibe” to it and i would recommend that GMs play up on this “sneaky-Pete” element of the mod to provide the rogue a chance to shine. The roleplaying possibilities with the King and later Yiddlepode in the Epilogue were also very entertaining. Big thumbs up for these encounters as I love doing Kobold voices! The players clearly enjoyed all of these encounters.

My expectation is that the combat in the module will play much better at lower tier than it does at the higher tier. I would guess that the combat elements in the module were developed primarily with the lower tier in mind; Kobolds are obviously better foes for lower level characters. Many PFS scenarios play better at certain tiers than they do at others -- and my hope is that this module is no exception to that rule.

As I enjoyed the roleplaying aspects of the module so much, I will certainly run this module again for a lower tier group and update my review at that time. With a table of four or five PCs at level 3-4, this might prove to be a great module.

I am very encouraged by the comments from the other reviewers (so far) who have each suggested the combat in the module was deadly at lower tier. A great combat challenge with the great roleplaying opportunites the module already provides could EASILY make this a five-star module. As it stands, I can't go there (yet) based on the combat at higher-tier for all of the reasons stated above.

I would happily play one of Ogre's modules again and I look forward to the next chance to do so.

3.5 *** Stars
Reviewer: Steel_Wind

Sewers: Version 3.0


Sewer Dragons was the best scenario I played at Gencon 2011. Despite the name, you’re not going to spend all of your time on a 5' wide path.

Edit: I feel the need to edit my review. When I played Sewers, my GM (ran the scenario cold) mistakenly included all of the traps (and other features) from subtier 6-7 into subtier 3-4. So of course this scenario was much harder than normal (the final encounter was actually too hard). Without at least some of these traps though, Sewers loses some of it's charm, flavor and uniqueness, and subtier 3-4 would be kind of plain without them.

Sewers does not work well at subtier 6-7, it's too easy. You can't just add harmless CR 2 creatures and hope that it scales everything to subtier 6-7. Most of the encounters would be over before they even start.

The first trap could have also been a lot more vicious (in both subtiers), it wasn't damaging enough to be a factor, and because of its design it only caught 1 PC in two sessions.

Having said that, the scenario did have a wonderful mix of interesting NPCs, roleplaying, exploration, and combat.

Detailed Rating:

Length: Could run long. If players have trouble making basic decisions, it could run 6 hours. Ran 4 hours at Gencon.
Sweet Spot: Subtier 3-4. I think Sewers is a bit too easy at subtier 6-7.
Experience: GM at subtier 3-4 (6 players), player at subtier 3-4 (4 players).
Entertainment: It was a good time. (8/10)
Roleplay: A good emount of interesting roleplay. (8/10)
Combat/Challenges: Could be too easy at both subtiers. The only reason it wasn't easy at subtier 3-4 was because of significant GM mistakes. (6/10)
Maps: Not unique, but good. (8/10)
Boons: None. (n/a)
Uniqueness: Fairly unique, got to teach the players a little bit more about Absalom. (8/10)
Faction Missions: Good. Some of the missions are a little controversial though (but I didn't mind). (8/10)

Overall: The ease of combats kind of ruins it, but it was still a good time. (7/10)

The most fun I've ever had in a sewer!


This scenario had a lot of variety in it's encounters with a lot of different skills and abilities thrown at you. I played in the 3-4 bracket and the last encounter did not disappoint. Unfortunately we were pressed for time and didn't get the full effect but you might not make it out with the full party depending on the GM. I'd actually like to give this four and a half stars but I don't have that option. The only thing I found fault with was a little lack of motive from one of the NPCs that wasn't fully explained. That might have also been because we ran out of time. Over all great scenario and I hope to see more from this author.

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Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

New organization of the tiers? 3-4, 6-7?

1 person marked this as a favorite.

Cool! Glad to see your name on this one Dennis.

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Go Dennis!!

Silver Crusade

Pathfinder Adventure Path Subscriber

Funny, I thought Dennis should kick off by writing an adventure about Ogres... ;-)

I bet this'll stink. ;)

Shadow Lodge

Hey thanks guys. I've been so busy finishing this up I didn't notice people had posted here!

Kaje -> About this much

Bork bork!

Very glad to be running this at gencon, I have yet to read it but I think this author will excede my expectations.

Grand Lodge

I am sooo looking forward to this at our next game night!

Silver Crusade

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.

Liberty's Edge

Yeah, I've got this one twice at Gencon as well (Saturday at 1:00 p.m. and again at 7:00 p.m.).

Looking forward to it!

The Exchange Contributor, RPG Superstar 2010 Top 16


Lots of pressure. I forgot to check this thread for updates. Dotted now.

Hope you guys aren't disappointed.

Liberty's Edge

I bought this one last night and think it will be a very fun run, but..

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! :)

The Exchange Contributor, RPG Superstar 2010 Top 16

casiel wrote:

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! :)


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.

Really like the new(?) trend of providing a name link to the forum identity for each scenario author.

The author of this one has already posted right here in this comment thread (a few times) and is a local BAPS player: Dennis da Ogre

Big props to you, Ogre!

The Exchange Contributor, RPG Superstar 2010 Top 16

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.

Thanks for the prop, hope you enjoy the mod.

The Exchange Contributor, RPG Superstar 2010 Top 16

Thanks for the review Kyshkumen, glad you enjoyed it. It was a blast to run it on 'opening' night.

The Exchange Contributor, RPG Superstar 2010 Top 16

Thanks for the reviews guys.

The Exchange Contributor, RPG Superstar 2010 Top 16

Hey Wow, thanks for the positive reviews guys, glad that things worked out well for you!

Scarab Sages

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?

Paizo Employee Director of Brand Strategy

There's a door directly into the offices, off the wooden porch, as well as the door into the jail portion of the building.

The Exchange Contributor, RPG Superstar 2010 Top 16

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.

I can't wait to play this. Now I just need to inveigle one of my local GMs into running it for me...

The Exchange Contributor, RPG Superstar 2010 Top 16

Pickguy wrote:
I can't wait to play this. Now I just need to inveigle one of my local GMs into running it for me...

Fiona is talking about running it in one of the next few sessions. I'm looking forward to it so I can finally see it from the other side of the table.

If you had a 5-7th level character it would help :D

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Pawns, Rulebook Subscriber

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!

Grand Lodge

Question about the tactics of one of the NPC's



Yiddlepode casts invisibility from her scroll

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.

Grand Lodge

Pathfinder Adventure, Lost Omens, Pawns, Rulebook Subscriber

Yiddlepode has silent image on her spells known and could presumably overlay her fathers illusion with a duplicate of her own.

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