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Dungeons & Dragons 3.5: Hands of the Muted God

Hands of the Muted God

Perhaps it is wiser not to meddle in the affairs of deities... but a bunch of Pathfinders went out into the wilderness north of Absalom tracking devotees of the Muted God, whose priests have of late been demonstrating quite miraculous powers, and didn't come back, so the party is tasked with tracing their steps and finding out what befell them.

After introductory notes which lay out what is really going on in detail for the DM, there's a quick summary of the adventure and then the scenario itself starts with the characters approaching the Kortos Mountains with their briefing delivered as a flashback. A wilderness journey beset by attacks from local monsters and others questing on the same trail ensues, culminating in a remarkable chamber that proves very difficult to investigate... but not for the usual reasons.

It's an interesting tale of the lengths to which folk will go to gain power, and provides a taste of the rich and strange theological tapestry of Golarion. Encounters are well-supported with notes on the likely behaviour of those encountered and logical developments, although the adventure is quite linear in nature. An interesting feature is that although (as usual) the maps provided are quite small, at least one set combat has been planned out using the GameMastery Map Pack: Campsites available from Paizo, should you choose to make use of it in play.

Overall a neat if basic wilderness based adventure highly appropriate to the Pathfinders, with a few extra twists to make it just that little bit unusual.

Return to Hands of the Muted God page.

Reviewed: 1 March 2016