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Pathfinder Module: No Response from Deepmar (PFRPG)
 
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Pathfinder Module: No Response from Deepmar (PFRPG)
***½( ) (based on 4 ratings)

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A dungeon and wilderness exploration adventure for 8th-level characters

A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation. The abandoned colony shows no signs of struggle yet something is clearly not right: Herds of animals lie mutilated in the surrounding fields. The savage beasts of the island have run amok inside the compound. And the silent, gaping mines—each named for a different layer of Hell—lead to new threats beyond anyone's imagining. As the PCs explore the island in search of the missing miners and their jailers, what they discover may unhinge their very minds. If left unchecked, the new masters of Deepmar could bring about a new era of madness for all of Cheliax—and beyond.

No Response from Deepmar is an adventure of horrifying dungeon-and-wilderness exploration for 8th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the island of Deepmar, a detailed description of the abandoned penal colony, and a brand-new monster, all of which can be easily adapted for use in any campaign setting.

Written by Stephen S. Greer

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: 978-1-60125-410-8

No Response from Deepmar is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (119 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.


PZO9536


See Also:


<< Pathfinder Module: The Midnight Mirror (PFRPG) Pathfinder Module: The Moonscar (PFRPG) >>


Product Reviews (4)



Average product rating: ***½( ) (based on 4 ratings)


*****

More Than Enough


SPOILERS - YOU HAVE BEEN WARNED!

Frankly, I am surprised by the critical reviews of my peers. Although they are correct in their judgement of the editing (not the best), I feel they missed the point of the adventure. Your players are not meant to truly understand what happened to the colonists, nor are they intended to kill every monster on the Island. If they can rescue more than the cook, then good on them, but from what I have found, if you have a typical PFS group, they are lucky to escape with only a single casualty. Even so, the wealth of information would provide months of weekly adventure if adapted for campaign play. The story was somewhat typical, but when dealing with the mysterious Derro (think UFO conspiracy for how the bulk of Golarion sees these creatures) a little goes a long way. Scared the crap out of my party of six (which sadly became five and a corpse after digsite Stygia).
**For its detractors, if you feel you can write a better one, then by all means please do, I would love to see more on these psychotic fiends.
**My main criticism is mostly the monster layout - a planned encounter with a clay golem AND THEN ANOTHER CLAY GOLEM IN THE MAIN DUNGEON was too much, especially when you take into account the Gug and the near-limitless mounted Derro with repeater crossbows.
**This module could very well kill any party not armed for bear and sporting a ninth-level Wizard in the wrong hands.



***( )( )

An involved module that reaches a bit too far


No Response from Deepmar is an entertaining romp that can be as short or long as your players wish it to be. It is let down by some structural issues, inconsistencies and stat block errors, but would otherwise warrant a 4 star rating. If you're willing to spend some additional time preparing this module, you're in for a fun day.

The theme of the module is freedom; you're given a task to do with no real time limit, offered a few basic options on how to proceed, and the module essentially lets you do as you wish. This is both its strongest feature and greatest weakness. The isle of Deepmar is well presented with a lot of information given; information that is not capitalized on to its fullest potential, hence the need for further preparation. There is a big feeling of 'do as you like', both from a player and a GM perspective. While this might not be everyone's cup of tea, especially in a pre-written adventure module, it does allow for a fair bit of creative tinkering, more so than what you'd find in other modules. A lot of tactics, repercussions from player actions and the general timeline involved in the module are left almost entirely up to the GM.

The main foes of the module can put your players in a pretty interesting situation; depending on your players it can either be a great source of roleplaying or a hand-waived annoyance. The combats can be decently challenging, provided some research is done prior and some on-the-fly tinkering is allowed for. The story does fixzle out without much of a conclusion; I feel more effort could have been made to foreshadow the events that took place at Deepmar and as mentioned in other reviews, more use of horrific imagery and the like could have helped flesh out the main part of the module.

In summary, if you're not afraid to get your hands dirty and make some necessary additions (as suggested by the module, in fact), then you should have a good time with No Response from Deepmar.



***( )( )

Good Gazetta poor adventure


Erik Freund coverd most of what I disliked about the module so I'll just focus on two negative things the random encounter table and the derro ambush as well as the posotive the Gazzetta

The random encounter table just seems to be a random mismash of creatures thrown in for the heck of it (Dire apes being an example) whilst in the Gazetter they had monsters mentioned that dont show up on the table at all (Green hags and spitefull fey being an example)

The Derro ambush encounter being the other thing that stuck out you have this group of really paranoid Derro obsessed with keeping themself secret (Which the module emphasises in great detail) who a small group decide just for the heck of it to try and shoot a party member full of poisoned blow darts for a laugh.

Dont get me wrong if it had been a case of them shooting at all the party members to have the poison mess with all there minds or a lone sentry they try to pick off and such it would have worked really well instead it comes across as they attack when the entire group is up and aware putting the entire secrecy thing down the pipe which dosent really fit with the way the derro act in the rest of the module at all

As the title say the Gazetta is probably the best part (and the reason it is 3 stars instead of just 1 or 2) it has several interesting locations and possible monsters mentioned (Fact best parts of the module were when the group went of script and the Dm added in bits inspired by the Gazetta). Sadly that is not enough to make the module seem all that fun YMMV of course.



**( )( )( )

a pedestrian adventure with poor maps


I was excited for this module, and perhaps I'm a bit harsh on it due to the let-down. This review contains spoilers.

The module is broken down into three sections: investigating the camp of Deepmar, exploring the island, and dungeon-crawling the Derro-caves.

The investigation piece takes place in the camp of Deepmar, where the locals have all been rounded up and carted off by the Derro, who were careful to put everything back in place and make it look like nothing happened. The camp is described in detail, with lots or readaloud text, etc, but fundamentally, there isn't much there in the seven pages of writeup. There isn't an investigation to do: nothing the PCs find at the camp ends up helping them later in the module, with the exception of a map that points them to the dungeon of part 3. (Unless you count looting the place to get some gear/potions.) There are no puzzles to solve, nor sleuthing to do; just find the map and go to where it says to go.
However, the abandoned town is also there to lend a feeling of horror, and it does that through a memory-addled NPC. This is a nice touch, and her ravings can set a nice tone. It also introduces a neat moral quandary: what to do with her?

The second part is the wilderness exploration. In the very back of the book, there is a 2-page writeup and map of the island, in standard gazetteer format. In the middle of the module, there is a 5-page writeup of what the characters will encounter on the island as they made their way from the camp to the dungeon, but they are written in a handwavy "put these whereever you want to" manner. This in-and-of-itself is not a bad thing (as I tend to move things around when I GM things), but the tone between the two sections comes across so differently, it feels like it was written by two different authors that didn't collaborate.
I felt that this wilderness part of the adventure should have been used to build tension and continue to foreshadow the "big reveal" that the Derro were behind all this. Instead, we get a real grab-bag of off-theme encounters, including a Forsaken Temple to a demon-god that acts as a teleport point in case the PCs wander out of bounds, and the trap that is the basis for the cover image, both of which leave you more with an "umm, okay" reaction rather than a sensation of increasing dread. There is an on-theme encounter where one character gets ambushed by Derro-scouts and is subjected to their poison (a poison that, BTW, is incredibly difficult for the average player to properly roleplay).

Finally, we get to the dungeon itself. It's hidden behind a DC 20 Perception check, but otherwise it's surprising that "getting in" is that simple, given the Derro predilection towards hiding their existence. (I expected a round a clue-gathering or somesuch.) Then you begin what is a pretty generic dungeon-crawl. However, it's a dungeon-crawl with a number of weird flaws:
- there are a great many tunnels that lead "elsewhere not covered in this adventure" (hence the "teleport back to cultist temple" trick mentioned above)
- the only geographically-interesting caverns (ie bridges&traps) lead toward these "tunnels to elsewhere", and I cannot understand why the author is essentially baiting characters to go "out of bounds"
- the number ordering of the rooms is extremely weird, and the flow the dungeon as a whole feels very stilted: it feels like the author wrote up a bunch of rooms, while at the same time a non-collaborating cartographer drew an underground map, and then afterward an editor tried to plop down room numbers onto it in whatever way he could make it fit
- each encounter with the Derro says that they "retreat and alert the others", but there is no guidance on what an "alerted" complex looks like (and many of the rooms' readaloud text clearly implies the Derro are going about their day blissfully unalerted)
- hostage information is missing: a couple of rooms will mention hostages in the readaloud text, but then the GM notes don't say how many there are, nor how difficult it would be to free them (which seems like a glaring oversight)
- there's nothing really that cool in the dungeon. We've got Derro, centipedes, Derro riding centipedes, some zombies, and a gug. With the exception of the mounted-combat, all of it is pretty standard meat-grinder faire, without anything really to jazz it up
- most disappointingly, it's not that horrific. There is a room with a flesh golem that's kinda neat, and zombies are always a bit scary. But there was a missed opportunity to include mutated hostages, hallucinogenic gases, and other really creepy things
However, the final combat is a thing of beauty. Clearly, all of the author's time and love went into this one encounter. We have the Derro leader, a severely mutated hostage, a mind-controlled goodguy, an animated torture device, all sorts of alchemical hazards, and a collection of evil tonics, all in one room. It looks like an amazing time.

In summary, I feel like the author read the Derro chapter in Classic Horrors Revisted, and just implemented it rote. There is no real spark here, and there's a few weird glitches along the way. If you're just looking for a classic "derro module", then this is for you. If you were hoping for something inspired, perhaps a twist on horror like we saw in Carrion Crown, then look elsewhere. I can't really recommend this module, even if it does have a cool final throw-down.


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