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Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6) (PFRPG)

***½( ) (based on 9 ratings)
Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6) (PFRPG)

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Chapter 3: "Broken Moon"
by Tim Hitchcock

Among the shadows of the infamous Shudderwood lurk deadly beasts, savage madmen, and monsters that blur the line between the two. Into this fearful wilderness the heroes follow the path of the Whispering Way's nefarious necromancers. But when the cultists’ passage throws the forest’s tenuous peace into chaos, the adventurers find the only island of safety amid the savage wilds transformed into the killing grounds of a shapeshifting monster. Can the PCs escape the terror-plagued wilderness and unveil the death cultists’ true plot at last? Or will the lycanthropic curse claim them as well?

    This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes:
  • “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock
  • The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle
  • Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan
  • Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider
  • Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-310-1

Broken Moon is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (561 KB zip/PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 9 ratings)

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Intrigue under the full moon


Its been awhile since I ran this, I recall prepping for this book not being all too excited about it but in play this module really shines. The majority of the adventure set in the Shudderwood provides a great opportunity for sandbox investigation, role play and of course a chance to go up against the beasts of the night.

Likewise, Feldgrau with some tweaks makes a great end to the first half of the AP and a chance of course to avenge the party's mentor.

In short, yes in reading this book doesn't leap out as a great volume but I think any group will be immensely rewarded through playing this one. Especially as the remaining modules in the campaign begin to diminish after this.

Broken Moon or Are we still telling a story about the Whispering Way?

***( )( )

The book is well written and solid in itself but only help to further push away the entire adventure path as is it now Wolfmans turn to check into hotel Transylvania. If taken as a module by itself with no connection to Carrion Crown storyline it is rather enjoyable but in connection to the Carrion Crown the threads that connect it are becoming so thin and frayed that they can barely be seen. It isn’t till the end that the game remembers what it is supposed to be telling and tosses in a random vision from a god that really doesn’t even seem to have much connection to the story at all in the first place.

Good one off module, terrible adventure path module.

Not quite broken

****( )

The module is well written with a strong werewolf theme throughout. That's probably its main strength and its main weakness. It's a strong point in that it gives the story a very cohesive storyline by first discovering that not all werewolves are bad (but some are!) and second that there are many different clans and it might be necessary to start an alliance with some of them. The low point is that it can be tiring for a group to be constantly killing the same kind of enemy with minimal variations. I can see how my group would get bored after a while. Another observation is that the enemies in the module are somewhat weak. Most of the encounters are CR6 to CR7 in the first part. In the latter sections, it can be up to CR9 - at a time when the PCs will have reached level 8 already. A normal party would not have a particularly difficult time going through this adventure so I'd consider this module as easy-ish. This can be made much worse if a ranger PC chooses humanoid (human) as their favored enemy, since their bonus will obliterate any werewolf enemy. The same thing goes if there is a cleric in the party, since all the undead encounters will be much easier. Having both a cleric and a human-hating ranger can be game over. Consider this before you even start.

Another negative point of the module is that the big enemy is always acting in the shadows. Nobody suspects who he is or even what his name is. Then, all of a sudden he appears and the PCs need to kill him off. There's no foreshadowing or even a mention to his name. That's a wasted opportunity as well, in my opinion.

Overall, it's a very solid module, dampened by the fact that the enemies are repetitive and the main enemy was dumped on to the players as a surprise.

Read full review here

Horrible final battle again

**( )( )( )

A really fun adventure all the way through, though unfortunately my party actually got stuck on this one for a bit, and needed some coddling. Like the last book, the final battle is a huge let down, and very poorly designed. This actually would have been the end of my game, as the boss has a DC 21 save or die, and everyone in the party failed but the ranger. I ruled it to put the party at -1 and dying instead and ran the battle as is. After loosing 2 party members(half the party) the other half did manage to beat him still. It was just such a poorly designed encounter that's sole purpose is to insta-kill PC's. After that we all lost heart on the series (technically the only person who made it without fudging was the animal companion) and we dropped the campaign. He Could easily end the whole campaign with 1-2 save or dies he has, and after he burns through those he has nothing else left. I highly recommend rewriting the final battle of this campaign to be more thematic.

P.S. My game is a 25 point build with bonus powers and all players are power gamers. The guy with the best chance only had a 40% chance of making the save.

P.S.S. I have recently thought about bringing this game back. When I started talking about it with a buddy it just made me so sad to think about I decided to can it. May run book 4-6 (already have everything in map tools) when it becomes sanctioned for PFS.

Good but, challenging?

***( )( )

Just started running this for my players, it's ok, but not as long as the other scenarios, if it get's as long, it could quickly start to get boring. But it's good with a more roleplaying oriented scenario.

The problem is the difficulty. The players just came from Caromarcs castle, where they battled a CR 11 (more like 12-13), with help from a CR 13, clearly designed not to be able to do damage to the CR 11 at all.
Really really hard battle, and that after taking on one hard battle after another, on top of small bridges 150 ft over raging waterfalls. Several traps, golems, basilisk and a black pudding.

The highest CR in Broken moon the highest CR encounter is 10, the end boss, after that it's CR 8. Those that are CR 8 most have NPC levels. As such, the same PC's who lived through the horror of the last scenario, have no battle challenge in this one. NPC levels are not equal to CR -2 at all!

Good with a roleplaying scenario, but have to up the difficulty of ALL encounters.

When do Paizo learn that 4 CR 3 doesn't equal CR 7, at most CR 5, even then it's high. CR 3's to 7 would be something like 12-16 CR 3 to a CR 7 encounter.

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