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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Continuing where WotW part 1 left off, we travel to the Muckmouth village. It was neat seeing the cave, but there could be more interactions between the tribe and the characters. For the most part, they just watched what was going on. Being indifferent is boring. Maybe a hero Muckmouthian wants to help the PCs with their mission. I'd like more backstory for them.
Also, the combats seemed to blend together. After the initial encounter, baddies fled to where more baddies were, and that was next to more baddies who showed up. The 2 brothers were pretty lame. I would expect them to be much harder, or maybe a water elemental shows up.
The rainbow room was a neat concept, but didn't slow down high level PCs. After defeating the 'boss', players (and me) were confused on why there was another encounter. It reminded me of the movie Artificial Intelligence, when the movie ended, but then it went on and ended again. I thought it was completely unnecessary after the PCs saved they day. Perhaps if it were done earlier (another dig room?), it would mean something.
Finally, like a few other multi-scenario boons, this was lame and only useful under a very strict situation that will (most likely) never happen.
Your players will find it enjoyable but probably not memorable. I don’t however regret playing this scenario; I had a good time, especially within the context of the series. There is a lot of (potential) roleplay in this scenario, which is the best part of the scenario.
Our run of this scenario was also a "cakewalk" and we should have played up (APL 6.75) and didn't.
Also, I wish that writers would stop multi-classing their NPCs "to make them interesting". It makes them weak, and I believe it's also a reason why the scenario was so easy.
”For example”:
Was it really necessary to multi-class the rangers and make them level 1 bards also? They never used their bard abilities, so it was a big nerf to them. If the author felt they needed bard skills, they should have made one of the NPCs a bard instead.
Also, there was a lot of DR in this scenario, which makes one of the encounters impossible for some groups and something you want to handwave for other groups.
Detailed Rating:
Length: Easily fits into a 4 hour slot.
Sweet Spot: TBD.
Experience: Player at subtier 5-6 with 5 players.
Entertainment: Solid scenario but nothing unique about it. (7/10)
Roleplay: Some roleplay, which is actually the strength of the scenario. (8/10)
Combat/Challenges: Too easy and not very innovative, I wish we could have played up. (6/10)
Maps: Difficult to print or draw, it’s best to have an overview map and just freehand individual rooms. Most GMs freehand all of their maps anyway, so they will like this, that’s however not how I GM. (6/10)
Boons: Too powerful and yet too situational to be useful. (6/10)
Uniqueness: Potentially fun roleplay, but ultimately forgettable. (6/10)
Faction Missions: Average. "Find this". (7/10)
Overall: It's a solid finish to the series, but it could have used some stronger, more interesting encounters. (7/10)
Depending on how the players handled events in the predecessor to this scenario, this adventure is either somewhat challenging or a cakewalk. My players experienced the cakewalk.
Spoiler:
My players allied with the lizardfolk at the end of The Dog Pharoah's Tomb, so the initial encounter in Snakes in the Fold was glazed over with a few decent Diplomacy checks. As it was in the Lizardfolk's best interest to ally with the Player-Characters, each of the roleplaying opportunities went smoothly and quickly. All of the PCs were on their best behavior and eager to help liberate their reptilian hosts from the treachery of the Aspis Consortium.
For this game, I had three players and ran an NPC to fill the last seat. Even with half the original players, the combat encounters were too easy. That surprised me as I thought the DR 10/- of the Adamantine Cobras would seriously slow-down the Player-Characters' damage output. It lengthened the encounter by a few rounds, but that was it. On the other hand, Durra Verthain nearly killed the knifemaster rogue. If I hadn't run the optional encounter at the end, my group would have finished this scenario in 3 hours. Most scenarios last the full 4 hours.
On the upside, it was refreshing to have the players rely on roleplaying negotiation instead of the usual "go here, kill that" that is common in scenarios from earlier seasons.
Simple, straightforward scenario. Memorable encounters, PLUS good support for creative roleplaying solutions besides "I hit it with a sword.."
As a part II of a (presumably) continuing series, the Scenario would feel disjointed if run outside of serial sequence. However this IS still a good candidate if you need a scenario that's short and not likely to overrun it's alloted slot.
Is it possible to earn 3 Prestige Points in this scenario?
Spoiler:
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.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
casiel wrote:
Hi Mark,
Is it possible to earn 3 Prestige Points in this scenario?
** spoiler omitted **
Spoiler:
As stated here by mark, to get the PP for completing the scenario they need to both get the Lizardfolk to ally with the Pathfinder Society and learn how the Aspis Consortium entered the demi-plane.
Getting ready to run this but had a question regarding 2 of the NPC's.
Spoiler:
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.
The map is drawn like it is a one square equals five feet but the legend says it is one square is ten feet. Did the artist not know what the size was when they drew the map?
Getting ready to run this but had a question regarding 2 of the NPC's.
** spoiler omitted **
Would also like to know the answer to this. :(
I would also like to know something about this.
Spoiler:
The tactics say they grant their hunters bonds to each other, but since they have the same favored enemy and hunters bond does not stack with like enemies, it does absolutely nothing. :/
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.
Also, huge thing for me since I'm running both parts... Is the GM also penalized in losing the boon if they aren't able to run both scenarios back to back?