Pathfinder Adventure: The Slithering

2.00/5 (based on 13 ratings)
Pathfinder Adventure: The Slithering
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In the cosmopolitan trading city of Kibwe, at the edge of the Mwangi Expanse, innocent people struck by a terrible curse known as the slithering are melting into malevolent oozes. The heroes are at the epicenter of this slimy curse and might be the only ones capable of recovering the ancient magic required to break it. Tracking the course of the slithering through Kibwe's colorful markets and shrines, the heroes must untangle the curse's origin and discover the role the nefarious Aspis Consortium plays in the unfolding conspiracy. The mysteries the heroes uncover might usher in a new era of plenty and prosperity for Kibwe, if the heroes can survive the slithering to experience it!

The Slithering is a deluxe adventure for 5th-level characters written by Ron Lundeen. Featuring terrifying new monsters, repulsive new rules and magic items, and an in-depth look at one of the most exciting cities in the jungle-choked Mwangi Expanse, The Slithering provides a wealth of secrets and dangers! Be sure to check out the Flip-Mat for this adventure here!

ISBN: 978-1-64078-272-3

"The Slithering" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download.

Note: All four pregenerated characters for The Slithering are available as a free download here!

Note: This product is part of the Pathfinder Adventure Subscription.

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Average product rating:

2.00/5 (based on 13 ratings)

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Very Disappointing

1/5

I think the premise and primary narrative of this adventure had great promise. Unfortunately, the execution was about the worst I've seen in a Paizo product. The encounters were generally uninspired and bland. Essentially noting more than hit point attrition slug fests with numerous encounters later in the adventure that were really nothing more than rehashed ones from earlier.

No surprise based on the product description that oozes were prominent, but other than the main idea of the outbreak, they were unremarkable and often the location and environmental aspects made very little sense.

Despite being set in an otherwise robust urban environment, there was very little exposure to its unique features and little to no social encounters to speak of.

As this was the first, featured release post Advanced Player's Guide it didn't incorporate much of that other than to create pregens using the new class options. This was especially bad with the inclusion of the swashbuckler. Virtually none of its class features are effective in the first third of the book and by the time you get to the few occasions where they are useful, you are so disgusted with the character that you either want to walk away from the game or just get through it as quickly as possible on autopilot. I will reiterate what I said in the discussion thread, DO NOT PLAY THE SWASHBUCKLER IN THIS ADVENTURE, not even the pregen specifically built for it. You will be incredibly disappointed.

Its not uncommon, nor undesirable to have a severe or extreme challenge, but there are too many of them over too short a period of time. A party of four players using the provided pregens should expect to experience a TPK at least twice during gameplay, with more likely depending on luck of the dice and/or tactical mistakes. Many of the encounters are incredibly unforgiving and statistically are designed for the players to lose.

Overall, whoever wrote the project summary had a really interesting idea. Unfortunately, the execution by the author and perhaps the developer was incredibly sub-par. They really dropped the ball on this one. Reading the adventure, after playing it, and getting all the details that didn't come out during game play just made it worse. So much info is available to the GM with little to no way to share it without forced exposition.

Sorry, but I think this is the first module Paizo has ever published that I wished I had never played. Don't waste your time.


Could have been good...

2/5

I wish there was more emphasis on Kibwe itself. Going to Holy Xatramba was cool and all, but the combats on the way there were both far too hard as well as kind of boring that I just cut them. I also wish Xatramba had any kind of description to it. The plot is a bit all over the place. I ended up not running part 3 at all and just having them save the day after chapter 2 because it just was not worth continuing.

Oozes every so often are neat. An entire chapter of just oozes is really, really bad. They have very few unique mechanics, which makes it hard to stop the individual fights from feeling samey. The maps were also very tight.


Novel idea, light on roleplaying

3/5

There are more fights than in your regular scenario. They just keep coming.

If you like combat slogs and dungeon crawling, you'll probably enjoy this. There are some tough fights inside.

The adventure lacks puzzles of any kind, and roleplaying / diplomatic encounters are very few. "Face" characters may feel less important.

Also, I like the premise of the curse, and there are nice flavorful elements like the pillar-watchers.


We slithered away from the adventure

1/5

I had a group of 5 players who participated in this game, non-PFS. Everyone had some experience with PF2e to a degree, but i don't think we were quite expecting what we dealt with here. We all made custom characters, but it didn't make too much of a difference.

We started a few months ago, going every other week, but had some weeks lost due to holidays, and people at times just feeling worn down while playing it. I had 2 character deaths early in the game of Chapter 1 (yes, those traditional typical TPK encounters), and at one point instituted a deus ex machina to prevent a TPK, as I felt the encounter that was presented was inherently unfair to the party.

The fact that even the Pregens are built poorly does not bode well for this -looking at the swashbuckler in particular does nothing but stand around (and not much else) for most of Chapter 1. Which is just bizarre. No mental effects/no precision damage/no piercing damage for the majority of enemies, which just makes you a table.

After finishing the first chapter tonight, I asked the group how they were feeling about the game, since they seemed exhausted, and they asked if the rest of the adventure seemed as heavy a slog of ridiculous combats and traps that just rip people to shreds. I looked ahead again, and confirmed that some of them would certainly be overwhelming challenging again, and asked if they would rather I just make something homebrew for a campaign instead of continuing the plot.

All the players said that while they had interest in the plot itself, if the encounters stayed the same level of punishment they were far less inclined to want to play. It soon after was brought to a vote of 5-0 for us to do a random campaign i make on the fly, rather than bother trying to continue for the next chapter.

My critiques come in 2 forms:
1. I felt as though there was a lack of testing to some degree for the encounter difficulties, either it was such a cakewalk that they took no damage at all (2 boggard warriors), or basilisks right after a trap room, before a trap stairwell that in most cases they could never spot the trap for it unless they broke the system for a Master in Perception.

2. It just didn't feel fun to run as a GM, I don't like playing the role of your out for blood GM, and honestly, the whole book just made it seem like it was built for people who want that experience. Character deaths can happen of course, but it just felt honestly unfair and unfun at times to even run it. Plus the parts I was actually interested in (the ritual, how did these statues come into play, what are their larger roles) is not as central to the plot as "welp they are gone, better get going!"

I hope going forward, the adventures get better, because honestly I was really excited for this one when it was released and told the group about running it to their excitement, and we just left disappointed.


Disappointing...avoid

2/5

Context: I own this in PDF, but have never run it. I generally run an adventure before I review it, but in this case I gave up on the first read-through knowing I would never run it.

The good:
* The art and graphic design are well done
* The need for a non-human party is a clever twist

The bad:
* The combats are super repetitive
* The maps are overly boxy and "samey"
* The plot strains credulity

The ugly:
* Backtracking through an (already lackluster) area was a big no no; it didn't work in Halo, and it doesn't work here.

Overall I cannot recommend this adventure.

(**---)


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Paizo Employee Webstore Coordinator

5 people marked this as a favorite.

Announced for July! Product image and description are not final and may be subject to change.

Silver Crusade

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oh hello...


ᵖ R Ỗ Ⓥ ᒪ


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

Looks cool! I see it starts at level 5, what level should they be afterwards? 6?

Dark Archive

Pathfinder Starfinder Adventure Path Subscriber

Well this is a nice surprise :O


1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

How many pages is this projected to be? 64-page softcover like Plaguestone?

Sovereign Court

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

The gooclaw is pleased.


4 people marked this as a favorite.

Super exciting! I hope this has some support for Mwangi PCs, rather than being another colonial romp.

Dark Archive

Pathfinder Starfinder Adventure Path Subscriber

Well it at least starts at level 5 so I don't see why PCs couldn't be either local or foreigners .-. It'd be kinda weird for level 5 ap to assume it either way.

And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
CorvusMask wrote:
And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.

Um, what? When and how did that happen?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Ed Reppert wrote:
CorvusMask wrote:
And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.
Um, what? When and how did that happen?

Where Sargava was is now Vidrian (Wiki Link), and while I don't know the full details, it gives some of the info on the page. I don't think it was 'on-screen' in any adventures, but I wouldn't know, since I mostly pay attention to the APs.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

Thanks, that's interesting.

"native Mwangi natives" seems like an awkward construction. :-)


7 people marked this as a favorite.
Ed Reppert wrote:

Thanks, that's interesting.

"native Mwangi natives" seems like an awkward construction. :-)

No, it's perfectly fine it is.

Paizo Employee Managing Developer

8 people marked this as a favorite.
Zaister wrote:
How many pages is this projected to be? 64-page softcover like Plaguestone?

Yep!


3 people marked this as a favorite.
CorvusMask wrote:

Well it at least starts at level 5 so I don't see why PCs couldn't be either local or foreigners .-. It'd be kinda weird for level 5 ap to assume it either way.

And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.

Colonial as in “outsiders who are probably white come to Africa and solve a problem the natives can’t handle,” not as in one tied to a colonial government in-setting.

Paizo Employee Developer

9 people marked this as a favorite.
keftiu wrote:
CorvusMask wrote:

Well it at least starts at level 5 so I don't see why PCs couldn't be either local or foreigners .-. It'd be kinda weird for level 5 ap to assume it either way.

And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.

Colonial as in “outsiders who are probably white come to Africa and solve a problem the natives can’t handle,” not as in one tied to a colonial government in-setting.

No, there's no assumption that you're outsiders or of any particular color. You could be from Kibwe, even. It just matters that your heroes are in the right place at the right time...for danger!

Dark Archive

Great to see the Adventures (formerly Modules) line continue so regulary!

Also great to see that there will be a The Slithering Flip-mat, even if i don't like that both sides seem to depict the interior of two different buildings instead of some cool jungle outdoor locations. ;-p

Scarab Sages

I like that there is more Mwangi-adjacent content. I'm looking forward to running this after the APG hits and the adventure is sanctioned for Organized Play.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Woot! A city adventure in Mwangi! Another great adventure from Ron! Plus, another opportunity to kick some Aspis Consortium butt!

Grand Lodge

keftiu wrote:
CorvusMask wrote:

Well it at least starts at level 5 so I don't see why PCs couldn't be either local or foreigners .-. It'd be kinda weird for level 5 ap to assume it either way.

And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.

Colonial as in “outsiders who are probably white come to Africa and solve a problem the natives can’t handle,” not as in one tied to a colonial government in-setting.

Since the Aspis consortium is involved, this is more likely to be "Outsiders who are probably white came to Africa, and couldn't handle what they found. Now the natives have to clean up the mess."

Not sure if that makes it any better.


1) Why does slime slither?

2) The pun potential of this module is very high. Some players may receive bruised shins in the first session.

3) For people talking about colonialism, I remind you that slimes and oozes also come in many colors.

Silver Crusade

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm rather curious about the large statue in the background.


2 people marked this as a favorite.

Nice to see an Aspis adventure!


3 people marked this as a favorite.
Ed Reppert wrote:
CorvusMask wrote:
And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.
Um, what? When and how did that happen?

Sargava became Vidrian after a slave revolt ignited into a full fledged rebellion against the colonial government with native born Mwangi joining alongside Taldan citizens who had been raised for generations in Sargava to overthrow the corrupt government.

They have allied with Senghor to hold off the Pirates from the Shackles because they also stopped the payment that was robbing the nation of its wealth believing it would be better to find their own footing without a debt to brigands and privateers.


1 person marked this as a favorite.
Rysky wrote:
I'm rather curious about the large statue in the background.

My guess would be that it represents one of the Ten Magic Warriors.

Dark Archive

2 people marked this as a favorite.

Looking forward to it. Please some more standalone Adventures, for those with limitets on time and participants (and their regularly attendance), they are much more useful than APs.

Paizo Employee Developer

6 people marked this as a favorite.
Rysky wrote:
I'm rather curious about the large statue in the background.

The city of Kibwe is filled with mysterious statues called the "pillar watchers," which depict anthropomorphic animal warriors. What are those things all about, I wonder...

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ron Lundeen wrote:
Rysky wrote:
I'm rather curious about the large statue in the background.
The city of Kibwe is filled with mysterious statues called the "pillar watchers," which depict anthropomorphic animal warriors. What are those things all about, I wonder...

Nice!

Dark Archive

Pathfinder Starfinder Adventure Path Subscriber

Will we finally learn who are ten magic warriors and which one is the one who didn't contribute to the nine faceted ring?

(My guess is Black Heron simply because the unfilled tenth facet is black and we don't know what other 9 were called :P)

Paizo Employee Managing Developer

7 people marked this as a favorite.

This adventure doesn't deal with the Ten Magic Warriors or Natambu or the Magaambya. It is focused on Kibwe.

Dark Archive

Pathfinder Starfinder Adventure Path Subscriber
Adam Daigle wrote:
This adventure doesn't deal with the Ten Magic Warriors or Natambu or the Magaambya. It is focused on Kibwe.

Aww, was hoping gazetteer for Kibwe would describe the statues :'D

Paizo Employee Managing Developer

10 people marked this as a favorite.

The adventure does talk about the pillar watchers Ron mentioned above, but those statues don't have anything to do with the Tem Magic Warriors.

The Mwangi Expanse is a big place and not everything there is monolithically associated.


1 person marked this as a favorite.
Adam Daigle wrote:

The adventure does talk about the pillar watchers Ron mentioned above, but those statues don't have anything to do with the Tem Magic Warriors.

The Mwangi Expanse is a big place and not everything there is monolithically associated.

Very exciting!

Paizo Employee Developer

11 people marked this as a favorite.
Adam Daigle wrote:

The adventure does talk about the pillar watchers Ron mentioned above, but those statues don't have anything to do with the Tem Magic Warriors.

The Mwangi Expanse is a big place and not everything there is monolithically associated.

I see what you did there, Adam.


Nice to see the 3rd module shown, and starts at level 5 and a Jungle adventure, COOL!!

Tom


Why only one level? Can we get a full Adventure Path?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
ClanPsi wrote:
Why only one level? Can we get a full Adventure Path?

Because there's a market for one-off adventures.

Dark Archive

Pathfinder Card Game, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Gorbacz wrote:
ClanPsi wrote:
Why only one level? Can we get a full Adventure Path?
Because there's a market for one-off adventures.

Also 5th level is when the module starts, it does not mean that the adventure is all at that level, you may well level up within the book (you may not, I don't know, but adventures have always only had their first level mentioned, whatever length they are)


I am betting 5-9 sounds reasonable hopefully!! :)

Tom

Paizo Employee Chief Technical Officer

9 people marked this as a favorite.

Ron tells me "It has 3 chapters, each with 1 level of play. So you'll end at 8th level."

Scarab Sages

Paizo Charter Superscriber; Pathfinder Companion, PF Special Edition Subscriber; Starfinder Superscriber
Vic Wertz wrote:
Ron tells me "It has 3 chapters, each with 1 level of play. So you'll end at 8th level."

This looks neat, but the skipped product number reminds me that Eric Mona's Dead God's Hand doesn't yet have a product page. Or at least not one that's as easy to find as the softcovers'.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

up top there's a link to the adventure sub page. on that page, there's a link to "dead god's hand". That adventure is apparently directly under "products" instead of under adventures.


Ron Lundeen wrote:
keftiu wrote:
CorvusMask wrote:

Well it at least starts at level 5 so I don't see why PCs couldn't be either local or foreigners .-. It'd be kinda weird for level 5 ap to assume it either way.

And Sargava doesn't exist anymore, so kinda hard to see it being colonial story.

Colonial as in “outsiders who are probably white come to Africa and solve a problem the natives can’t handle,” not as in one tied to a colonial government in-setting.
No, there's no assumption that you're outsiders or of any particular color. You could be from Kibwe, even. It just matters that your heroes are in the right place at the right time...for danger!

Really, that's the focus I'd be explicit about. Blatantly focus on the "right place at the right time" angle above any and all concerns of mighty whitey-ness.


This looks like a great product.

Liberty's Edge

Is this the next adventure after Fall of Plaguestone? Or did I miss one?


Pathfinder Lost Omens, Rulebook Subscriber
Ellestil wrote:
Is this the next adventure after Fall of Plaguestone? Or did I miss one?

"The Dead God's Hand" was originally slated to be released in March, but got delayed due to Erik Mona's schedule and their need to focus on the Absalom hardcover (which, due to the current COVID-19 pandemic, also got delayed). Both don't have set dates anymore, so we'll just have to wait and see.

But to answer the question, this is the next standalone adventure after Fall of Plaguestone. I don't believe it is a sequel. Just a new standalone adventure to try with your players.


No map accessory with this? How long for PFS sanctioning?

Grand Lodge

3 people marked this as a favorite.
Pathfinder Adventure, Lost Omens, Pawns, Rulebook Subscriber; Pathfinder Battles Case Subscriber

You mean this map?


hooray

Grand Lodge

Terevalis Unctio of House Mysti wrote:
No map accessory with this? How long for PFS sanctioning?

Soon(tm)

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