An urban and dungeon adventure for 1st-level characters.
Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.
The Godsmouth Heresy is an adventure for 1st-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It takes place beneath the cliff-top city of Kaer Maga, an ancient prison colony turned den of thieves and refugees, fully detailed in Pathfinder Campaign Setting: City of Strangers. In addition to the adventure, which features ancient tombs, horrifying sin magic, and a crazed alchemist, this module also contains statistics for the new rune guardian constructs and a map and overview of the Godsmouth Cathedral, the city’s primary temple devoted to the Lady of Graves. Though this adventure is set in the frontier region of Varisia in the Pathfinder campaign setting, it can easily be adapted for any game world.
Written by Rob McCreary
Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!
I personally thought the story was rather lame. I don't know, the villain just did nothing for me, even though I did like how they were playing with Pharasma lore with his backstory. The map also has a difficult swarm monster, which even a 2nd level party would have no answer. While running away is a viable option, it feels odd that a swarm of cockroaches is the most dangerous creature in a dungeon full of demons and undead.
The real gem of the module is the map. It's a pretty fantastic map with lots of colorful background flavor surrounding Thassilon lore. This makes the map an excellent adventure for any Varisian campaign or any campaign that plays with Thassilon and the runelords. My players were completely oblivious to Pathfinder lore, but after this module, they wouldn't stop talking about the runelords.
The map, though, does have a few problems of its own. There are several areas my players absolutely refused to explore simply because they smelled like a trap but gave no incentive to look into it. The best example is one pair of rooms that do a neat, terrifying, and yet relatively harmless effect to any that linger in it. However, no sane player would ever go into the room. There's no incentive to enter it and it just screams "THIS IS A TRAP."
There's also several staircases that lead to other areas not featured in the module. It's great if you have the supplements or another dungeon in mind. For me, this module took three or four sessions to finish. Neither I nor my players wanted to use up more time there. It was extra work to make sure every "hole" was plugged in. Even having a collapsed stairway was enough to make my players waste resources getting to an area that wasn't there. It's rather annoying and comes off as a shameless plug for other materials.
Over all, Godsmouth Heresy is decent. It has a good map that touches on Thassilon lore that makes the whole module worth getting. And while I did not like the story, your players may think differently.
I'm not normally a fan of dungeon crawls but this one was pretty good. Interest in solving the mystery will propel you through the zombie and sin infested crypts below Kaer Maga. The module was simple, didn't feel tedious after nearly a day of playing, and though the fights weren't too challenging for us it was a lot of fun.
I am a huge fan of classic dungeon crawls, and so this module got my initial attention. My party is half done with exploring the Ossuary, and though their number is small (3 PCs), they have managed to survive through caution and clever thinking. I have yet to have an encounter, combat or otherwise, that wasn't as enjoyable to run as it seemed to be to have played.
That all pales in comparison to the most surprising and pleasing effect of this module, and that was an attention to detail it instilled in my players. I have never had this group so interested in the fluff and background of an adventure as they are now, and their willingness to linger on these descriptive parts of the adventure have made it all the more memorable.
1st level modules tend to be dull, with viable options so limited. This module and Crypt of the Everflame do a great job at breaking out off that rut and making memorable sessions.
I have played this as part of PFS. I have neither GMed nor read this.
I almost died of boredom playing this. While I generally enjoy dungeon crawls this didn't cut it for me.
Also if you're attempting to play through this with 4 level 1 PFS characters it becomes very difficult towards the end as you're still playing at level 1 with only the stuff you started with + some junk found laying around.
Avoid at lvl 1 in PFS. Wait till level 2 and only play if you want to roll dice for 8 hours instead of interacting with cool NPCs.