A dungeon-based adventure for 1st-level characters.
The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?
Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within.
This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide, available August 2010.
Written by Rob McCreary.
This special 16-page Pathfinder Module was initially made available for Free RPG Day on June 19, 2010.
Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.
The Chronicles Sheet and pregenerated character sheets are available as a free download here (1.2 MB zip/PDF).
Will be added to
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Print Edition: Unavailable
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Well, well, what shall i say.
Following the description on page 1 it is designed for four level 1 characters and that is really challenging, if not nearly impossible. Played with four guys as intro to PFS and it was way too hard. Possible damage in some encounters is far too high (talking to you, burning skeletons) and with PFS-rules there is no room to adjust.
Play it in a group of six and have a solid and fun dungeon crawl with all the fun battling skeletons, swarms and stenchy troglodytes.
To give a little background, I used this module to introduce a new player to the mechanics and flow of pathfinder game. I spun this up as a simple "cut your teeth and retrieve some treasure" sort of adventure from a story perspective, and it worked like a champ just for that.
Giving credit to below posts, some of the monsters did feel a little out of place until the party got to the BBEG. However,each encounter felt challenging as written without being undo-able all in one day in game. We all know sometimes the dice just aren't nice at level 1 :).
I could easily see this as a good stepping stone for getting a party to level 2 through play before starting a more in-depth story and campaign.
Definitely worth it if you need the foundation of a level 1 crawl, just be ready to build more story into it if you group needs better motivation than "check the recently opened ancient place for treasure".
Too disorganized for its supposed low player skill
I find this a wonderful module to run for Pathfinder Society. How does one get good at something? Repetition, repetition, and then more repetition. I find the difficulty, amount of combats, and lack of story to all be positives. If you want your PFS players to be hard-bitten grizzled veterans ready to tackle the higher tiers later on in their careers, RUN THIS MODULE.
No plot. No story. No problem. What can be said about this dungeon crawl? I ran this for a group of 6 level 1 characters. Half of which are noobs. I did this according to Pathfinder Society rules (for credit), so I wasn't allowed to go 'off book'. This is a fun intro to Pathfinder. You learn a lot about different low CR baddies. However, there is no real story. Just go here and explore it.
This is a good intermediate step for bringing new people in to Pathfinder. You don't have to deal with faction missions or hearing a long schpeel at the Lodge. My biggest complaint about this beginner mod is that there are a lot of combats, probably twice as many as a normal scenario. This made our pregen cleric Kyra work overtime. She could have ran out of spells and channels really quickly. It would have been nice to have some potions of cure light wounds to make an appearance a little more frequently. Also, some of the rooms (like the stupid bat swarm*) was just a room with something to fight, and no treasure to reward the PCs.
Still, a nice noobie mod, and everyone had a good time.