A Pathfinder Society Scenario designed for Levels 5–9.
In a world the Pathfinder Society thought theirs for the exploring, the agents sent to retrieve a simple relic find themselves at odds with an entire lizardfolk village. As if that weren't enough, however, a longtime rival to the Society has allied with the lizardfolk, and if not stopped, the Pathfinders' entire operation on the newly discovered demiplane could be in jeopardy.
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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Quentin, who was playing at the same table, stole my thunder with his review below. I can only echo his thoughts. I indeed spend one combat only casting Guidance since I really had nothing better to do. I could cast other spells, but that would have been a waste and frankly was not necessary either. Combat throughout the adventure was extremely one-sided and uneventful. It didn't pose a real threat or challenge to the party and more importantly, it was bland and boring. Maybe the last fight could have been interesting, but why was it optional, and why was it even there? No explanation was given.
It's sad to see a huge cave (one square is 10ft.) being used so incredibly poorly. If I look back to the areas where we had the small skirmishes and the little to no meaningful role-play with NPC's, I'd say only 25 percent of the map was being used. That leaves a lot of room for fun and engaging faction missions, but instead the faction mission I got was basically to not kill the aspis agents and to take them prisoner. If that wasn't possible, I could kill them but had to kill make sure their bodies remained intact. Since when is that worthy of being a faction mission; how does that differ from normal procedures? It added absolutely nothing at all to the scenario and instead was an utter waste of paper.
When I played part one of this small series, I was impressed by the location, the witty encounters, the rolep-playing and the puzzle. I was looking forward to playing the sequel, but now I can only say this part is outstanding in being disappointing at every single aspect. The amount of missed opportunities for interesting rooms, role-play and fights is massive. There really is no point in playing this, unless you wanted to follow up on the promise you might have made in part 1.
Boring. Can't even muster the enthusiasm for a witty title.
This is an unexciting scenario. It doesn't offer any challenges, narrative twists, or interesting locales. Fights were on the easy side and I never felt like we were in danger, other than the one confirmed critical from an arrow. Granted, we were a fairly optimal party, but if the only thing our Summoner does is spam Guidance because he's otherwise not needed, things are wrong in the combat department.
Now, it might just be our GM, as he tends to handwave some social encounters, but I felt like the NPCs were very boring and only there to fill some spaces on the map.
Also, another reviewer praised the Cheliax faction mission, but I disliked it very much. I wasn't of the faction, but I like to read it because Zarta's writing is usually amusing. This time, though, she comes off as outright evil and xenophobic, which is a shame, I feel. My own faction mission was also pretty boring, and I got the impression the others at the table weren't much better, either. It felt like the faction missions were an afterthought and only there out of obligation, rather than expanding the story, telling a unique thing about the world, or be a fun diversion. They had no real right to be there and felt terribly out of place.
Anyway, bottom line of this adventure: it's terribly boring. We finished it in three hours, including optional encounter and a lot of messing around. I still gave it two stars because it's a decent adventure without any glaring mistakes (other than being dreadfully boring) and I don't actively hate it. A shame it follows an adventure I really liked, I had high hopes for this one.
This is supposed to be the follow-up to the previous adventure, but the connection is tenuous at best. The RP is a missed opportunity - you have no reason to not help these NPCs out. After clearing out the Aspis, you come across a disco floor for some unfathomable reason, then fight a creature with no apparent reason to be there. Ugh.
Is it possible to earn 3 Prestige Points in this scenario?
Page 18, under Success Conditions, suggests a second PP for getting the Lizardfolk to ally with the Pathfinder Society. Combined with the PP for learning how the Aspis Consortium entered the demi-plane and the Faction Mission PP, this totals 3 PP possible.
Getting ready to run this but had a question regarding 2 of the NPC's.
Darritt and Finn are flagged as 7th level rangers in the Tier 8-9 version. However they are only showing one favorite enemy (elves +2).
As 7th level rangers they should have 2 FE one at +2 and one at +4.
This seems unfinished. Did the person who did the stat blocks forget that you get +1 to an ability score at every 4th level? Equipment doesn't always match up. Bonuses that are to shared don't stack when they're the same bonus. This needs some editing and fixing.