Steve Greer Contributor |
Mark Moreland Director of Brand Strategy |
This module and its sequel do sound very interesting.
What sets them apart so much from the rest of the Pathfinder modules to warrant a specific tag (i.e. LB1 and LB2), though?
How many modules in the series?
Nothing sets them apart other than the fact that they're directly related. I expect that, had they known where the series would have gone, they would have named D1 and D1.5 KK1 and 2 (for Kobold King). These are sort of an experiment to see what the market is for module series, so buy the second one and show them that we love 'em. There are two modules in the series.
Davelozzi |
...about the same time that the module hits retail shelves, which is about 2 weeks after it ships to subscribers, which should be pretty soon...
I received my subscription copy about week or two ago, it arrived at the same time as Flight of the Red Raven and A History of Ashes.
Davelozzi |
Okay! Thanks!
So... what's so great about LB1? Anyone who got it wants to say something good about the product? Potential customer listening!
Sure it's a cool module in which the player's job is to infiltrate a town a spies. A good choice if you'd like a chance to reward your players for smart play rather than just racking up the kills...though of course there is room for killing too; after all this is D&D!
Plus with a sequel pending, and being set near Darkmoon Vale like several of the other PF modules, it would be pretty easy to string together a loose campaign with plenty of room to mix in your own stuff.
Vic Wertz Chief Technical Officer |
Robert Brambley |
1 person marked this as a favorite. |
The Red Death wrote:Nothing sets them apart other than the fact that they're directly related. I expect that, had they known where the series would have gone, they would have named D1 and D1.5 KK1 and 2 (for Kobold King). These are sort of an experiment to see what the market is for module series, so buy the second one and show them that we love 'em. There are two modules in the series.This module and its sequel do sound very interesting.
What sets them apart so much from the rest of the Pathfinder modules to warrant a specific tag (i.e. LB1 and LB2), though?
How many modules in the series?
But does the LB stand for something? i.e. the gamemastery modules have an identifying letter corresponding to the primary aspect of the type of adventure
D= Dungeon
E = Epic
J = Journey
U = Urban
W = Wilderness
and I'm probably missing one.
Robert
Insert Neat Username Here |
Robert Brambley wrote:LB = Last BaronBut does the LB stand for something? i.e. the gamemastery modules have an identifying letter corresponding to the primary aspect of the type of adventure
D= Dungeon
E = Event
J = Journey
U = Urban
W = Wildernessand I'm probably missing one.
Robert
S = RPG Superstar
Robert Brambley |
Robert Brambley wrote:LB = Last BaronBut does the LB stand for something? i.e. the gamemastery modules have an identifying letter corresponding to the primary aspect of the type of adventure
D= Dungeon
E = Event
J = Journey
U = Urban
W = Wildernessand I'm probably missing one.
Robert
D'oh! Thanks for clearing that up.
It was so obvious that I missed it!
Robert
Zaister |
It's only 32 pages????
It's far too short.
Hmmm. Well maybe the compilation hardcover, when it comes out a couple of years down the line, will flesh it out with more excellent material.
Huh? These modules are all 32 pages...
Charles Evans 25 |
Charles Evans 25 wrote:Huh? These modules are all 32 pages...It's only 32 pages????
It's far too short.
Hmmm. Well maybe the compilation hardcover, when it comes out a couple of years down the line, will flesh it out with more excellent material.
I feel that there was so much more which could have made it in, but which was sacrificed to that LE mistress, page count.
Chris Mortika RPG Superstar 2010 Top 16 |
Some years ago, I played in a GenCon "All thieves'" adventure, with a theme very similar to this module's and it was terrific.
LB1 looks like it has all the details to make a great adventure, but I have a couple of issues:
1) Who the [expletive] arranged the map / text order? Would it have been so hard to describe the buildings in some sort of north-to-south order? As it is, after a half hour, I finally have a reasonable idea as to which buildings are close to one another!
2) It's not too much of a spoiler to suggest that it's possible that Baron Vendikon might be killed or deposed in this adventure, and it might be the PCs' fault. If I were playing a particular type of Lawful character, this might be a tough issue. The baron is --arguably-- exercising his legal rights to administer the land as he sees fit, because he doesn't have a feudal lord. He's being harsh and unpleasant, and he's making a decision that the good guys don't like, but there's a good case that he has the legal right to do so.
(Indeed, if he didn't have the right to do so, Andoran might not be so quick to attempt a military solution.)
And the PC's are likely to depose him without an heir, or any means of succession. Piren's Bluff, and the surrounding baronial lands, will be thrown into disarray.
An excellent adventure for Chaotic Good sneaky types.
3) There's a cleric whose stat block says will flee, or fight to the death if cornered. However, the text describing the character says that if the PC's place the cleric in enough danger, they'll get information and possibly some scrolls they can use to compel certain other NPCs. I'll play this by ear, but it's an odd contradiction.
Steve Greer Contributor |
Some years ago, I played in a GenCon "All thieves'" adventure, with a theme very similar to this module's and it was terrific.
LB1 looks like it has all the details to make a great adventure, but I have a couple of issues:
1) Who the [expletive] arranged the map / text order? Would it have been so hard to describe the buildings in some sort of north-to-south order? As it is, after a half hour, I finally have a reasonable idea as to which buildings are close to one another!
2) It's not too much of a spoiler to suggest that it's possible that Baron Vendikon might be killed or deposed in this adventure, and it might be the PCs' fault. If I were playing a particular type of Lawful character, this might be a tough issue. The baron is --arguably-- exercising his legal rights to administer the land as he sees fit, because he doesn't have a feudal lord. He's being harsh and unpleasant, and he's making a decision that the good guys don't like, but there's a good case that he has the legal right to do so.
(Indeed, if he didn't have the right to do so, Andoran might not be so quick to attempt a military solution.)
And the PC's are likely to depose him without an heir, or any means of succession. Piren's Bluff, and the surrounding baronial lands, will be thrown into disarray.
An excellent adventure for Chaotic Good sneaky types.
3) There's a cleric whose stat block says will flee, or fight to the death if cornered. However, the text describing the character says that if the PC's place the cleric in enough danger, they'll get information and possibly some scrolls they can use to compel certain other NPCs. I'll play this by ear, but it's an odd contradiction.
Chris, I'm happy to hear that overall you liked this adventure. I usually provide my own maps with what I write. In this case, it was a rush job (1 month turn over) in which a map was already provided. I went off of what they sent me so I'm innocent of this particular atrocity against your fine senses of order and arrangement. ;)
I thought that it was pretty clear that the PCs had the option of killing or capturing the Baron based on the party's scruples, but maybe it should have been plainer. Sorry.
As far as the cleric you mentioned, go back and read 5. The First Light. You have Tulrin mixed up with Dreyxor Almir at area 13.
Chris Mortika RPG Superstar 2010 Top 16 |
Hi, Steve. I really appreciate you checking here and posting suggestions to help us out!
Actually, I was being vague to avoid spoilers, but that wasn't helpful. I'm looking at page 14. The "morale" description under Shiyara's "tactics" block says that if she's threatened in her living quarters, she'll fight to the death. On the same page, under "Development", Shiyara turns on the baron if the PCs seriously threaten her.
That's what I was talking about.
(By the way, does she have an unhallowed pentagram in her living quarters, or does she need to use the one in the main hall?)
Steve Greer Contributor |
Hi, Steve. I really appreciate you checking here and posting suggestions to help us out!
Actually, I was being vague to avoid spoilers, but that wasn't helpful. I'm looking at page 14. The "morale" description under Shiyara's "tactics" block says that if she's threatened in her living quarters, she'll fight to the death. On the same page, under "Development", Shiyara turns on the baron if the PCs seriously threaten her.
That's what I was talking about.
(By the way, does she have an unhallowed pentagram in her living quarters, or does she need to use the one in the main hall?)
Ahhh, gotcha. Well both are actually true. If threatened in the temple knave,you should try your best to have her negotiate with the PCs and turn on the Baron to further her own interests (and save her skin). If she is actually attacked and chased into her living quarters, that's where negotiations have broken down and it's a fight to the death. Sorry. That could have been clearer in the module.
There is an unhallow effect on the pentagram in the knave and it's area of effect covers the entire temple. Though not written into the adventure, there should be a smaller one on the ground inside the contemplation chamber behind the knave. It doesn't need to be unhallowed since it's already within the area of effect of the larger one in the other chamber.
Hope that helps.
Pygon |
As I was prepping this mod, I was noticing something strange about the read-aloud text for the rooms of the keep. They didn't equate to the compass on the map. In addition, the compass for the city doesn't match the compass for the same town in the Darkmoon Vale supplement!
I'm going to assume the town placement in Darkmoon Vale is correct. So, this means the north compass in the town of LB1 should be rotated 90 degrees (the keep is actually at the West end of town), and the room descriptions for the keep should have their compass descriptions transposed 180 degrees (the keep's main entrance in on its south side)!
Please, correct me if I'm wrong!
Otherwise, so far, it's looking like a good "solve it any way you like" adventure. I wouldn't anticipate this taking very long to get through, depending on what your players do.
Steve Greer Contributor |
As I was prepping this mod, I was noticing something strange about the read-aloud text for the rooms of the keep. They didn't equate to the compass on the map. In addition, the compass for the city doesn't match the compass for the same town in the Darkmoon Vale supplement!
I'm going to assume the town placement in Darkmoon Vale is correct. So, this means the north compass in the town of LB1 should be rotated 90 degrees (the keep is actually at the West end of town), and the room descriptions for the keep should have their compass descriptions transposed 180 degrees (the keep's main entrance in on its south side)!
Please, correct me if I'm wrong!
Otherwise, so far, it's looking like a good "solve it any way you like" adventure. I wouldn't anticipate this taking very long to get through, depending on what your players do.
I may have neglected to provide a compass point on the map I turned over to Paizo. If so, the cartographer might have had to make a guess at what I had in mind. Not sure. But, thanks for catching that and your suggestion for how to solve the dilemma! :)
Devil of Roses |
I have the adventure, I read it cover to cover (something I rarely do for adventures I don't plan on running for some time) and I have to say that I love it. One thing came to mind though. One of my players is an old school gamer a'la he remembers Keep on the Borderlands and other 1st edition modules. He wasn't gaming when it first came out but it was still in circulation. One module series he loathed was the UK series of adventures, he disliked them and gave a rather lengthy rant about why he disliked them (poor quality, sloppy, things like that came up) but one thing that I was reminded of involved a manor that the PC's go through to depose of some evil rich person. I was wondering why I thought of that when I finally realized it: in that manor house there had been no where on the map for the residents to answer the call of nature.
It's an easy to forget thing but sort of detracts from the realism, no mention of chamber pots, honey buckets, privy's, outhouses, nothing. So I look at the map of the keep in the module and realize: it too lacks a place for ejection of digested food. If I run it I'll replace one of the closets or storage rooms for that purpose but I found it amusing. It makes more sense now that someone mentioned the map was rushed but still, a funny little detail.
Great module though. I wish there were more of these sandbox modules to break up the more linear ones.
Steve Greer Contributor |
I have the adventure, I read it cover to cover (something I rarely do for adventures I don't plan on running for some time) and I have to say that I love it. One thing came to mind though. One of my players is an old school gamer a'la he remembers Keep on the Borderlands and other 1st edition modules. He wasn't gaming when it first came out but it was still in circulation. One module series he loathed was the UK series of adventures, he disliked them and gave a rather lengthy rant about why he disliked them (poor quality, sloppy, things like that came up) but one thing that I was reminded of involved a manor that the PC's go through to depose of some evil rich person. I was wondering why I thought of that when I finally realized it: in that manor house there had been no where on the map for the residents to answer the call of nature.
It's an easy to forget thing but sort of detracts from the realism, no mention of chamber pots, honey buckets, privy's, outhouses, nothing. So I look at the map of the keep in the module and realize: it too lacks a place for ejection of digested food. If I run it I'll replace one of the closets or storage rooms for that purpose but I found it amusing. It makes more sense now that someone mentioned the map was rushed but still, a funny little detail.
Great module though. I wish there were more of these sandbox modules to break up the more linear ones.
Chamber pots, my friend. Chamber pots. lol No need to go making a bunch of work for yourself, Devil of Roses. If they aren't mentioned, simply "mention" them in the rooms. Emptying those foul buckets of yuck is part of the servants' duties.
James Jacobs Creative Director |
2 people marked this as a favorite. |
The question of where monsters and villains go to the bathroom comes up weirdly often. Chamber pots DO answer a lot of those problems, but I do like to encourage authors to include privies or garderobes or outhouses or toilets when possible.
Strangely... the same rule doesn't apply as often to laundry; no one ever seems to care where the monsters do their wash.
houstonderek |
The monsters take it to their mother's house.
hehehehehe!
Serious recommendation, though. If you're running this module using the beta rules (but not playtesting) you may want to punch up the opposition just a tad (not much, just maybe an extra level for a couple of the big name NPCs, and an extra mook here and there). We rolled through this like a hot knife through buttah. Party consisted of: rogue/5, fighter/rogue/3/2, monk/fighter/4/1, wizard/5, and bard/5. DM did a great job, but with the new rogue talents and wizard changes, the challenges weren't as difficult as they would have been with a straight 3.5 party.
Dark_Mistress |
The question of where monsters and villains go to the bathroom comes up weirdly often. Chamber pots DO answer a lot of those problems, but I do like to encourage authors to include privies or garderobes or outhouses or toilets when possible.
Strangely... the same rule doesn't apply as often to laundry; no one ever seems to care where the monsters do their wash.
Maybe it is cause the PC's need to use it from time to time while dungeon stomping and don't want to have to run outside behind a bush. That and often times PC's like to take over things like the Barons Keep for themselves.
As for Laundry... well their monsters i think we all just assumed they never changed clothes and just smelled all the time.
Dark_Mistress |
BTW I would like to say i really liked this adventure. My only critic is it would have been nice to have a little sidebar right at the start of the keep section about different rough idea's how the PC's might get in and or suggestions. Nothing major just a minor critic.
Avemar |
Agreed! I'm going by memory mostly but this should be easy enough to scale down and in fact may even be more enjoyable at the slightly lower power level.
I'm very fond of this module because it shows the politics between two of the iconic nations in Golarion and in my mind kind of defined the dynamic at the border between Andoran and Cheliax. It grounded an aspect of Golarion and was also a lot of fun. As a brand new world it helps to have points of reference like the one provided by this module. We played it sandbox-style where there was a set of objectives and it was up to the players to come up with a reasonable approach.
Highly recommended!
Gorbacz |
That's great to hear! From what I can tell, there are almost no 3rd level Paizo adventures for some reason, so I'm thinking about scaling this one back to the high 3rd level - newly 4th level range to compensate ...
There are lots of lvl 3 PFS scenarios.
But yeah, go for the Tower, it's worth the effort. One of the best, sandboxy, action movie feel modules out there. Really really recommended.
Stebehil |
*Resurrect thread*
My players are fed up with Falcons Hollow after Crown of the Kobold King. So I thought trying this module and its sequel might be a good idea. My group is 4th level, PF rules. Has anybody run the mod under PF rules? Generally speaking, level 4 PF should be sufficient to make it through a lvl 5 3.5 mod, I think. Most of the enemies don´t have that much special attacks, and the module seems to be one where thinking is at least as important as fighting.
So, any ideas, hint, opinions, comments?
As an aside, I will probably have Ingrid Odeber recruiting them - with her spy in Falcons Hollow, she should be well-informed about the PCs, and with her husband, she can know where they are. So, she will intercept them outside any settlement and offer the deal. It seems logical to me that way. Of course, she will not have the PCs kill the baron, much less his guards and normal people.
Liz Courts Webstore Gninja Minion |
the David |
1 person marked this as a favorite. |
I know I'm an evil necromancer, but...
Detect Thoughts. That's how my players waltzed into Vendikon keep. They just read the surface thoughts of the guard when he asked them for the password. They did this before the gates closed, before the siege started. they just waltzed in and demanded to speak to the baron because they had urgent news.
They skipped half the adventure in the first session. I was really looking forward to GMing this adventure. I don't think I've ever felt so frustrated and proud because of a group of players.
Totally Not Gorbacz |
2 people marked this as a favorite. |
Why did you let that happen? You were looking forward to GMing, and prepared for it. Reading thoughts takes 18 seconds and forces a Will save, a guard seeing somebody cast mind-affecting magic at them should raise the alarm and get the PCs arrested/chased off, not stand there and let them Charles Xavier the adventure.