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Pathfinder Module: The Godsmouth Heresy (PFRPG)

****( ) (based on 20 ratings)
Pathfinder Module: The Godsmouth Heresy (PFRPG)
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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!

ISBN 13: 978-1-60125-280-7

The Godsmouth Heresy is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (236 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

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Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

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Product Reviews (20)
1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 20 ratings)

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Godsmouth Heresy offers Creative GMs a Chance to Shine!

*****

This module is set in the richest setting of Golarion - Kaer Maga. There are a multiplicity of ways to tie this into other modules and create endless opportunities for roleplaying around the spectacular dungeon crawl presented within.

We played through the first session and over the course of five hours, only just made it inside the first chamber of the Godsmouth Ossuary by the end of the session. The entire day was taken up with the actual journey across Varisia to the foot of the Storval Plateau and up the Halflight Path with the Duskwardens to finding a guide to get them across the city to the Pharasman Cathedral. And all of that happened before page 7 of the module!

The players loved the experience of entering the warrens of Kaer Maga and seeing the bloatmages, troll Augurs, street urchins and necromancers of Ankar-Te with their undead servants in tow.

You have to combine this module with the info in the City of Strangers campaign guide to bring it to life. The material is there for the creative GM to take advantage of, but lazy GMs need not apply for they will only find a vigorous dungeon crawl within with several openings for them to fill creatively. Such GMs might complain of a lack of roleplay - when the onus is on them to make it happen.

If you're up to the challenge, this is one of the best Golarion themed dungeon crawls you're going to find! I used it as a follow up to the Crypt of the Everflame by having the characters go there in search of

Spoiler:
the third piece of Asar's amulet.
That it all fit together without missing a beat is a testament to the strength of the setting that James L. Sutter and the Paizo crew have created.


A well written and dangerous dungeon crawl

****( )

I want to give this module a fifth star, but it uses some combat situations that can be very difficult to deal with, especially for 1st-level characters. It does have a lot of lore to break up the monotony of rolling initiative constantly, but would have been perfect with at least one more roleplaying opportunity.


Long Hard Road... Pharasma is watching!

*****

I've both played and now Gm'ed this Module, and love it to bits.

What I missed in my play through lore-wise, I received as the GM, and the story was mind blowing.

I played it through with a 4 player team, and GM'ed it with a 6 player crew, even though it is set for level 1 characters astute decision making and prudent choices are sometimes needed in the tight spaces.

In both instances we made it to the BBEG, whereas the team I played with made it with some luck and hard work, the Team I had Gm'ing it was killed.

Again, I cannot give it any more praise than what I am now. Another 5 star effort.


Good dungeon crawl

****( )

I ran this for Pathfinder Society. Its quite a long dungeon, so excellent for a full day of adventure.

The adventure has a lot. Lots of flavor and backstory about varisia, Kaer Maga and the Runelords.
Lots of different kinds of fights to keep the players on their toes.
Opportunities to talk their way trough encounters and learn even more about the world.

It makes them work for their rewards, while giving a lot back in terms of fun.

Not a straight 5 star for me, mainly because the dungeon map is too big... It simply does not fit on a flip mat! You can put three of them together, but then you still have to draw things smaller otherwise its just too wide.
With a little bit more thought it would have made it easier to prep and run this for me as GM, as now the map was really cluttered.

A speacial extra large flip mat pack would solve this, but would probably also be really expensive.

So GMs, be carefull when drawing out this dungeon! You will need three flip mats to make this barely fit!


Very disappointed

*( )( )( )( )

We just finished playing this module and were very disappointed.

A large percentage of the fights took place in 5 foot wide hallways where only one player could attack the monster at a time.

Additionally the monsters were often way over powered with stat drain and stat damage attacks. Since this module is labeled to be for First level characters the characters did not have the ability to deal with much of the damage dealt by the monsters.

Several of the encounters has multiple monsters with ACs higher than the players, which made for long slow boring battle.

This was the worst pathfinder adventure I have played in PFS.


1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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