NO SPOILERS
Web of Corruption finishes the two-part story started in # 2-23 (At Shadow's Door). In that scenario, mysterious forces affiliated with the Shadow Lodge launched an attack on the Grand Cathedral in Almas to capture Pathfinder Society leadership. The PCs presumably intervened and rescued those at risk, and now in this scenario they have to finish the job by bringing those responsible for it to justice. In my review of the earlier scenario, I criticised the blunt and clumsy execution of the Shadow Lodge, which was a great premise in principle, but I thought it should have been more like the subtle smear campaign leading to a big reveal like the Year of a Thousand Bites in Starfinder. I think this second half of the story is better than the first, as it better mixes investigation and role-playing in with the action. It shows the Paizo writers were getting better in these early seasons, even if they weren't quite at the standard they would reach in later ones.SPOILERS!
Web of Corruption has a long but relevant background section on Dorianna Ouidda, the Almas Shadow Lodge cell leader who uses her secret alter ego as The Spider to run a secret slave-trading business. Dorianna has long had a seething grudge against the Pathfinder Society and wants to destroy it, so she's launched a crusade to publicly undermine the organisation in the city by using her role as "upstanding member" of the Peoples' Council to besmirch it. Dorianna and The Spider would have been a perfect use of the Vigilante class, had it existed when the scenario was written!
The adventure gets underway with a briefing from the rarely-seen Venture-Captain Alissa Moldreserva. The scenario is carefully (though perhaps unnecessarily) written in such a way that it can be run before Part 1, so the briefing leaves out any specific mention of the Grand Cathedral and instead refers only to the general slander against the Pathfinder Society and the need to stop it before the group is run out of Almas. Moldreserva explains the Society has it on good authority that Dorianna Ouidda is actually The Spider, but the problem is proving it. This is where she needs the help of field agents, especially because Dorianna is scheduled to give a major speech before the People's Council in 48 hours. If proof of her treachery isn't presented to the Council before then, it may be too late to ever save the Society's reputation.
Act 1 ("The Investigation") has the PCs hitting the streets to see what they can find out about The Spider. This part of the scenario is handled pretty well mechanically, as it's not the usual "make one check and you're done" thing. Instead, there are effectively three buckets of information, and each successful check reveals the top layer of the category--so the PCs can dig deeper into other layers of that cateogry or try a different one. But with a Diplomacy (Gather Information) check taking 1d4 hours (per the Core Rulebook) and the adventure on a clock, the PCs need to be smart about how much time they spend. It's also a nice opportunity for those PCs who have feats or class features to speed up Gather Information checks to get some value from them. It's also fitting that Andoren PCs get a bonus on the checks--make those backgrounds count! One thing I especially liked is the scenario's paragraph-long description of several NPCs for the GM to choose from that can be used to feed the PCs various pieces of information; it's always better for role-playing to have an idea of who a PC is talking to, and I'm not always the best at improv-ing a non-generic NPC on the spur of the moment.
Act 2 ("The Plot Thickens") has the PCs visit (in any order) three locations linked to The Spider that they learned about in Act 1. Some careful persuasion, intimidation, or enchantment is necessary to get the proprietor of Jarovar Investments to admit he's an accountant and money launderer for The Spider's slave-trading business. An ambush by dhampir fighters awaits the PCs if they board the Sailswift, the vessel The Spider uses to traffick in slaves. And at a theatre cleverly titled The Captive Audience, the PCs will certainly be surprised when the eccentric director reveals himself as a doppelganger and attacks! (it turns out The Spider arranged for the actors to be charmed/enslaved and for it to become a secret brothel). There are various pieces of evidence at the three locations--not all of them obvious--that the PCs can collect. The more they have, the better, because persuading the People's Council that one of their own is a criminal mastermind won't be easy.
Act 3 ("The Unveiling") has the PCs arriving just in time to interrupt Dorianna's speech. To persuade the Council that she's a crook, the PCs need to make a certain number of successful Diplomacy checks (the exact number depending on the number of PCs and the subtier they're playing at). Each piece of evidence they've obtained gives them a particular bonus on a check, and the GM is explicitly authorised to add a small role-playing bonus. It's a solid way of handling a social encounter, though I find the whole thing undermined by the fact that there's no limit to the number of retries the PCs can make--so effectively, they cannot fail. And, Dorianna doesn't have any dialogue or arguments to counter the PCs. This would have worked really well as "social combat" or using something like the verbal duel rules from Ultimate Intrigue (if it existed at the time, of course). In any event, Dorianna is likely apprehended by guards and led to her quarters--but she kills them and drinks an invisibility potion! The PCs have one last fight (which shouldn't be too hard; she's a bard and alone) before finishing the scenario. In her quarters, they'll find loads of evidence to incriminate her as well as a captured Pathfinder Venture-Captain, Amenopheus.
All's well that ends well, and the Shadow's Last Stand two-parter is indeed stronger in the second half than the first.





