Review: PFS03-12: Wonders in the Weave I: Dog Pharaoh's Tomb

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, am 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.

I enjoyed playing and GMing this scenario. After entering the weave, there are a series of battles & puzzles to solve. The Ancient Osiriani puzzle is now my favorite from all the PFS games I have played. Combats were difficult, but not impossible, and it was nice to have alternate solutions to some of them. Although this takes place in more of a jungle/swampy environment, it still reminds me of ancient Egypt.

There were a few things that left me hungry for more story. We actually never see how the you-know-whos got into the weave. Both times I ran this, the party wanted to track it down, and it wasn’t part of either part 1 or 2. Also, the relic doesn’t get used in any way. It seems like a nebulous ‘relic’, used to get the Pathfinders to do stuff.

4 stars.

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