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Teeth of the Storm (PFRPG)

***( )( ) (based on 2 ratings)
RAMA03E

Add Print/PDF Bundle: $11.99

Add Print: $9.99

Add PDF: $5.99

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Late at night, the storm howls and sheets of rain fall. The High Road is supposed to be safe and well-traveled, but this stormy night there has been no one else on the road and no place to stop for shelter. A gruesome scene on a rain-slicked bridge leads to a nighttime race to grant a restless soul peace.

"Teeth of the Storm" is a gothic horror adventure for the Pathfinder Roleplaying Game that can be set along any isolated trade road. Presented for PCs of 1st level, this adventure also includes notes and statistics for scaling challenges to PCs of higher level, pregenerated PCs, and a file containing 1 inch scale color maps of the encounter areas ready for printing.

"Teeth of the Storm" also contains notes to run this adventure in the "ultra-horror" style of horror movies, where the body count is sure to rise and only the smart and lucky will survive until sunrise.

"Teeth of the Storm" is written by Ron Lundeen and illustrated by Chaz Kemp, Joshua Bennett, and Blake Wilkie, with maps by Joshua Bennett.

Product Availability


Print/PDF Bundle: The PDF will be added to your My Downloads Page when your order ships.

Print: Ships from our warehouse in 1 to 7 business days.

PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

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

RAMA03


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Product Discussion (13)
Paizo Employee Community Manager

Now available!

Dark Archive

Sounds neat, how many pages is it?

Hopefully this is as good as the first two which I have heard good things about.


DM, it's 38 pages. So it's a bit longer than The Six Griffons Haunt, but not as long as The Underdelve Menace.

Like those other two adventures, the .pdf version also comes with a file containing all the encounter maps ready to print out any lay on the table in full color.

Grand Lodge

No reviews?


@Helaman: Coming up! With all the releases, I sometimes get slumped!


And reviewed here, on DTRPG and sent to GMS magazine. Highly recommended!


Thanks for the great review, End! I'm glad you enjoyed it, and I hope others do, too!


As a slight spoiler but a great tie-in, the chase scene in the middle of this adventure works very well with the Ennie award-winning GameMaster Chase Cards Deck!

Paizo Employee Community Manager

Print edition now available!

Paizo Employee Community Manager

Print edition now available!


1 person marked this as a favorite.

Man, that bonethristx really does not like this adventure! It's Run Amok Games' first one-star review, so I talk a little bit about it on my blog here.


Run Amok Games wrote:
Man, that bonethristx really does not like this adventure! It's Run Amok Games' first one-star review, so I talk a little bit about it on my blog here.

I GMed that session; he was part of the party.

Part of the problem was that I didn't tell people what they would be up against. So the party was a winter witch (cold damage is useless against undead), a zen archer (the -4 penalty from the wind and skeleton's DR made him incredibly weak), the iconic occultist, and a knife master rogue (the guy who wrote the review). So we had an unoptimized party against a bunch of skeletons who had an incredible talent for rolling and confirming natural 20s. With the help of Alayna's heals, they BARELY managed to survive the battle.

So I let some people change their characters. The winter witch became a normal witch, the zen archer became a vanilla monk, and the knife master departed. The player who had the knife master then rolled a fighter and was present at the inn when the party arrived.

But alas...once the chase scene started, he now wasn't able to make a lot of the skill checks and ended up getting caught. The rest of the party turned around and ACTUALLY managed to kill the troll; but the knife master/fighter player left. The rest of the module was pretty easy from there.

Contributor

Axial wrote:
Run Amok Games wrote:
Man, that bonethristx really does not like this adventure! It's Run Amok Games' first one-star review, so I talk a little bit about it on my blog here.

I GMed that session; he was part of the party.

Part of the problem was that I didn't tell people what they would be up against. So the party was a winter witch (cold damage is useless against undead), a zen archer (the -4 penalty from the wind and skeleton's DR made him incredibly weak), the iconic occultist, and a knife master rogue (the guy who wrote the review). So we had an unoptimized party against a bunch of skeletons who had an incredible talent for rolling and confirming natural 20s. With the help of Alayna's heals, they BARELY managed to survive the battle.

So I let some people change their characters. The winter witch became a normal witch, the zen archer became a vanilla monk, and the knife master departed. The player who had the knife master then rolled a fighter and was present at the inn when the party arrived.

But alas...once the chase scene started, he now wasn't able to make a lot of the skill checks and ended up getting caught. The rest of the party turned around and ACTUALLY managed to kill the troll; but the knife master/fighter player left. The rest of the module was pretty easy from there.

Thanks for this summary, and for playing the adventure! Yours isn't the first group that I've heard of that managed to pull off beating the troll--that's not something I expected, but shows a great combination of luck and skill!

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