NO SPOILERS
SPOILERS!
Drow of the Darklands Pyramids takes place in
Osirion. The Pathfinder Society has been
excavating a pyramid dubbed the “Tilted Pyramid” because it leans to one
side. However, every single artifact
they’ve uncovered from the pyramid has been stolen by hooded caravan raiders
who strike at night. The Society has
decided to call in a team of specialists (the PCs) to find out who’s robbing
the caravans. By the time the PCs
arrive, a trail has been discovered leading from the last caravan attack to a
deep cave suspected of connecting to the Darklands. That’s where the adventure starts, with the
PCs essentially at the front door of the dungeon.
But what a dungeon! Following
the trail leads to a vast cavern containing the suspected twin of the Titled
Pyramid: the so-called “Stalactite Pyramid”, so-named because it hangs upside
down! There’s some backstory about the
Stalactite Pyramid perhaps having magic allowing the Tilted Pyramid to fly, but
none of it is really relevant to the adventure and I don’t think the PCs will
learn of it. (though there are a lot of
hints in the scenario that it may come up again in a future scenario).
Anyway, what’s been going on is that, in addition to raiding
the PFS caravans laden with artifacts from the Tilted Pyramid, a drow
expedition (led by a cleric of Abraxus named Jevana) has just blasted open the
“tip” of the Stalactite Pyramid and entered to loot it. The PCs need to follow them in, which might
seem to be a challenge since it’s so high up along the cavern, but a magical
effect gives everyone the ability to fly.
So in essence, the adventure consists of flying and fighting upwards
through an ancient upside-down pyramid against foes quite skilled in unorthodox
combat. It’s a pretty original concept,
and the writer has taken great pains to establish the features of each
encounter: light levels, hardness of doors and objects, enemy tactics,
etc. A GM who pays careful attention to
these things (and the rules for flying) will be rewarded with combats that are much
harder than when PCs get to fight in usual (optimal) conditions. Extra attention will need to be devoted to
maps and room descriptions, as 3D encounters are always a little clunky. Patience and preparation are key.
I don’t think there’s much value in me going into more depth
about the encounters other than to say that, in addition to the drow, foes
include driders, quasits, a duergar slave (the only potential role-playing
opportunity in the session), and at higher tiers, some demons like hezrous and
babaus. I’d encourage GMs to use the faction
missions—they’re interesting and will spice things up a bit as some require
secrecy from the other party members.
The Chronicle doesn’t have any boons, and the Conclusion is pretty
straightforward. I don’t know if the
connection between the Tilted and Stalactite Pyramids is followed-up on in
later scenarios or not. Story-wise, I
was a little surprised no attention seemed to be given to how drow in Golarion
are commonly thought to be a myth and that their existence is a deep and dark
secret that elves try to suppress. In Drow
of the Darklands, drow are just another type of enemy to fight.
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