Fane of the Fallen (PFRPG) (based on
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Frog God Games
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All is not as it seems when a large scale orc raid preys upon the city of Brookmere. PCs are sent to parley with the orcs believed to be responsible, and after many exciting battles and investigation, the characters learn of the masterminds behind the attack, a faction of murderous elves bent on the destruction of the kingdom. Can the characters penetrate the foreboding Harwood Forest and defeat the denizens of Castle Novgorod? Or will they succumb to the fallen elves and their depraved succubus goddess?
Fane of the Fallen is an epic adventure of epic proportions, designed to take characters from 13th level to 18th level. Fane of the Fallen introduces the Kingdom of Myrridon, a mini-campaign of grand scale, and the fallen elves, a new race of murderous beings seduced by evil.
Uncover the dark secrets of the fallen elves, and confront them and the demonic forces they consort with in dozens of unique and exciting dungeons.
Fight 17 new creatures, and discover 14 new magical items making their debut in this adventure.
Save the kingdom from evil forces and be hailed as a hero in the songs of bards for ages to come.
Thanks DM! But I do not need folks to be gentle, just more reviews by those who have also read this book as they may perhaps spot things I did not see.
I did not, for example, check to see if the stat blocks contained no errors. I don't generally delve into that level of detail unless I am writing up encounters to be run in my game. I have 9 players. I have to redo, add to, beef up every encounter anyway. It is easier to add or correct things then or ignore things I don't need.
Thanks DM! But I do not need folks to be gentle, just more reviews by those who have also read this book as they may perhaps spot things I did not see.
I did not, for example, check to see if the stat blocks contained no errors. I don't generally delve into that level of detail unless I am writing up encounters to be run in my game. I have 9 players. I have to redo, add to, beef up every encounter anyway. It is easier to add or correct things then or ignore things I don't need.
It is on my list of things to do in the near future. I am hoping to get a review done in the next couple of weeks.
As an owner of a copy, I would advise reconsidering purchasing the adventure without getting at least a glimpse at its contents.
In my opinion there are serious design flaws with the scenario, and while it is quite possible to salvage it, I would recommend making the decision an informed one.
I do not want to spoil anyone's fun here, so I am not going to post a review of my own, however it would be unfair of me to criticize the product without providing at least a few arguments. Oh, and just in case: I am really happy with my Slumbering Tsar subscription.
The spoilers follow:
Spoiler:
1. This is extremely linear adventure. And yet, no thought is given to divination magic... so, once you get access to Divination, Find the Path you can break 2/3rd of the adventure. If you purchase scroll of Discern Location, you can head straight to end game.
2. NPC gear does not match their levels, making already erroneous CR even more erroneous.
Examples: 12th level Fighters with masterwork weapons only, rated at CR12. CR29 caster with no active defenses and single quickened spell. CR17 caster with two +2 shock weapons. CR18 caster with no defenses and not enough hitpoints to survive a single round. And so on.
3. On average, there is at least one serious problem per chapter, and some of the problems clearly indicate that the adventure was meant for characters at least 8 levels lower.
The PC class levels slapped on monsters and humanoids (about 8 on average), on-the-road encounters for parties with access to Wind Walk, Teleport and Scrying... and True Seeing.
Overall, I do not regret purchasing the book. I can easily mine it for ideas... I am not going to let my 13th level players anywhere near it though, as they would pick it apart in a session or two, even though my games feature very little of magic gear.
For challenging high level scenarios, I would recommend instead:
- Witchwar Legacy
- end of Kingmaker adventure path
As an owner of a copy, I would advise reconsidering purchasing the adventure without getting at least a glimpse at its contents.
In my opinion there are serious design flaws with the scenario, and while it is quite possible to salvage it, I would recommend making the decision an informed one.
I do not want to spoil anyone's fun here, so I am not going to post a review of my own, however it would be unfair of me to criticize the product without providing at least a few arguments. Oh, and just in case: I am really happy with my Slumbering Tsar subscription.
The spoilers follow:** spoiler omitted **
Overall, I do not regret purchasing the book. I can easily mine it for ideas... I am not going to let my 13th level players anywhere near it though, as they would pick it apart in a session or two, even though my games feature very little of magic gear.
For challenging high level scenarios, I would recommend instead:
- Witchwar Legacy
- end of Kingmaker adventure path
Regards,
Ruemere
I completely understand your hesitation about posting a review, but I want to encourage you to do so. If I were a customer of paizo.com who didn't browse all the discussions, I might base my purchasing decision only on the current review. If I did that and felt as you do above, my disappointment would be significant.
The full review would unfortunately require spoiling the adventure (including picking at stat blocks) and sending negative karma toward Frog God Games (whom I wholeheartedly support for saving legacy books from Necromancers Games, and whose Slumbering Tsar is very, very good).
So, as per the golden rule of "when one cannot say anything positive, it is preferable to remain silent" I would like not to do that. However, if you have specific questions, feel free to post them here.
I have already outlined several serious problems above -- consider them to be representative sample of contents.
(note: this applies to PFRPG version)
(note 2: my opinion is based on my experiences of running games for 15-level adventurers who ply their job intentionally low magic campaign world... in case of high magic campaigns, issues outlined may become even more pronounced)
The adventure relies on players doing walking and talking with NPCs to get information. If your players tend to Fly/Wind Walk or use Divination magic a lot, you will need to come up with in game reason to limit these.
NPC defenses suck. Mind control specialists are going to have a field day with overabundance of Fighter types with really low Will saves. This goes double for single BBEG spellcasters - no items, no defenses, low hitpoints.
If your players like to test major NPCs (or indeed, like in case of certain druid and certain island sorceress, when the PCs are to have a major showdown), consider adding additional creatures and characters to provide meatshield for the casters. Alternatively, revise NPC builds to include sensible equipment and reasonable defenses. Plucking ready-to-run builds of similar level casters from end-game scenarios provided by Paizo should work.
Many encounters are against of high-level, underequipped (masterwork weapons, no save improving items) groups of fighters. This is either a boring grind or incredibly easy win for control casters. Either scrap such encounters altogether (there are only so many 12-level Fighter infantry patrols in the world) or change them to CR-appropriate creatures (charmed or dominated to serve as patrolmen).
Treasure levels seem to be inappropriate to CR of encounters (too low). While I actually like this, you may want to adjust them to reward your PCs properly.
Thanks for the quick reply Ruemere!
I would be running this as a stand-alone. Like a one-off, mini-campaign kind of thing. New characters generated just for this adventure. Maybe I could just restrict some of the problematic spells you mentioned.
My group is used to somewhat gritty play with about 1/2 WBL as the expectation for PC's. They are also used to no "magic-marts" and don't usually have "big 6" type of equipment. They rely mostly on what they find in the field. Maybe the low treasure rewards here will work out ok.
I would be running this as a stand-alone. Like a one-off, mini-campaign kind of thing. New characters generated just for this adventure. Maybe I could just restrict some of the problematic spells you mentioned.
My group is used to somewhat gritty play with about 1/2 WBL as the expectation for PC's. They are also used to no "magic-marts" and don't usually have "big 6" type of equipment. They rely mostly on what they find in the field. Maybe the low treasure rewards here will work out ok.
Please share your notes or impressions afterwards.
If you need anything, just drop me a mail at ruemere AT gmail DOT com
I would be running this as a stand-alone. Like a one-off, mini-campaign kind of thing. New characters generated just for this adventure. Maybe I could just restrict some of the problematic spells you mentioned.
My group is used to somewhat gritty play with about 1/2 WBL as the expectation for PC's. They are also used to no "magic-marts" and don't usually have "big 6" type of equipment. They rely mostly on what they find in the field. Maybe the low treasure rewards here will work out ok.
Please share your notes or impressions afterwards.
If you need anything, just drop me a mail at ruemere AT gmail DOT com
Good luck!
Regards,
Ruemere
I ended up starting Rappan Athuk instead of this back in September, but I'm thinking of prepping a scaled down version of this and giving them an option of transitioning over to it if they want. The PC's are around levels 6-8 in Rappan Athuk right now. I love RA but this same group got frustrated with Slumbering Tsar and gave up so I'm trying to pay attention to any clues that they might be getting frustrated or bored. I inserted one of the FGG One Night Stands for the last couple of sessions and that went over well so I think it can't hurt to have an option if they get tired of the mega-dungeon.
Looking over Fane of the Fallen I think I can tune it down to about their level by simply removing most of the class-levels from the monsters, and leaving the solo caster boss-fights as is.
Thanks again for the insight, I'll drop you a line if I get stuck.