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Pathfinder Roleplaying Game


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Pathfinder Adventure Card Game

Pathfinder Module: The Dragon's Demand (PFRPG)

****( ) (based on 22 ratings)
Pathfinder Module: The Dragon's Demand (PFRPG)

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Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

"The Dragon’s Demand" is a deluxe super-adventure for 1st-level characters, and includes 64 action-packed pages of adventure and new monsters, plus a beautiful double-sided, full-color poster map of the town of Belhaim and an important miniatures-scale battleground! Players can expect to reach 7th level by the time they complete this epic adventure—if they manage to survive the wrath of a dragon when his demands aren’t met!

Written by Mike Shel.
Cover Art by Lars Grant-West.

Pathfinder Modules are 64-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, a double-sided poster map, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

ISBN-13: 978-1-60125-527-3

Bring your campaign to life!
The Dragon's Demand SoundPack from Syrinscape is a complete audio solution when playing The Dragon's Demand adventure.

The Dragon's Demand is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (356 KB zip/PDF).

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

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Product Reviews (22)
1 to 5 of 22 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

****( ) (based on 22 ratings)

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Some high spots, some low spots--player review

***( )( )

This is based on the first half. I'm not positive we'll see the rest and I really feel like writing a review.

Most of the reviews have come from GMs. Our GM seems to be enjoying running this. As a player, though, I liked the first few sessions and then ended up intensely disliking the Manor House arc. A couple of problems:

(1) This arc makes too-heavy use of "put in something the PCs can't handle and then give them the gimmick they need to handle it." I counted at least three of these in quick succession, and by the third I was sick of it. (I have been warned that this continues to the end.)

(2) The GM chose to play buying and selling strictly by the rules, meaning there was nothing useful we could buy. So the cash awards came across as a useless tease, and the well-equipped friendly NPC came across as an even worse one. I'm told that this reverses later, but short of the GM flatly telling them, the players won't know this.

Having "there's money but you can't buy anything," "there's treasure but you promised not to take it," and "there's treasure but it would offend a valuable ally if you took it" back to back in an arc where the PCs were missing very basic stuff...not that much fun. It might have been a good idea to tell the players "No resupply until much later" right away, as one would for _Serpent's Skull_ #1. I'd have made a different character if I'd known.

(3) I know it's standard for modules, but still, I hate going up a level every session, especially when the events are so crowded together. We went from 1st to 5th in 4-5 days, and the whole dynamic of interacting with the townsfolk became bizarre.

Rapid advancement with no downtime has a sort of cartoonish feel. Which could be okay, but the NPCs should be more broadly drawn, like cartoons, to support the flavor. Instead they were relatively realistically drawn, and this was jarring. (I acknowledge, though, that a lot of players like rapid advancement and for them this will not be a problem.)

So, a lot of griping. I did like the early parts quite a bit. GMs may want to carefully read through the Manor House and see if it's likely to be a bad fit for their group as it was for ours.


Writing this review while its still all fresh in my head..

Party: Occultist, Paladin, Samurai, Inquisitor of Iomedae, and Rogue.

An easy recommend. I GM'ed the module over the course of about 3 months, with fortnightly games. And I think the players really got a kick out of it as well.

The module itself is very classic high-fantasy adventure, with the backdrop of a mysterious accident to get the ball rolling, the PCs explore caves, tombs, and abandoned monasteries. And there's even a Dragon! Or is there...

The entire thing felt very cohesive plot-wise, with each dungeon feeding into the overall plot. Admittedly the players didn't quite pick up on the entire backstory, but I've found that tends to be the case with most RPGs.

NPCs were memorable and the players found themselves checking in on certain villagers every time they came back from an adventure.

The only bad thing I can say about it is that it has ruined Paladins for me. We had one in the party, and in the space of a single round (with a few buff spells) managed to land 3 critical hits against the BBEG. There wasn't a lot left of the poor BBEG after that. Not to mention he had passed all the saves and blocked every attack sent against him. And just for reference the Samurai got killed in round 2 of the same fight. That said, the final boss did get to use all their "tricks" which for me as a GM is deeply satisfying.

Like I said, its a great module, and if you feel like you can't commit to a full AP, then this adventure is a good alternative.

The Perfect Intro


Picked this up my first module to run as a DM. Everything was well laid out and easy to follow. The pacing was good and even allowed for some additional encounters to be added in. The map of the town was nicely detailed. I recommend this for any group, but it is a superb intro to the pathfinder world for both DMs a players, covering a large variety of creatures, terrain, and experiences.

Awesome as a module or a short campaign


I really enjoyed this adventured, I GM'd for a group of 5 players, 1 brand new, and 2-3 who haven't played Pathfinder before. I highly recommend this module, the encounters were good and the plot was pretty solid. I do have some minor annoyances, but they are greatly outweighed by the quality of the adventure.

1. The maps - They were great, they were all distinct and looked great. Unfortunately most of them were hard to draw and since the GM is only one that really gets a good look at them in the book a lot is wasted. Some of them are nice and easy to draw, but some of them are just a map drawn and then a grid overlay thrown on top, it would have been nice if the artist had at least kept mostly to a standard grid line just so it's nice and easy to make. The crypt of Tula is nice with it's room types (oval and circular) but it doesn't translate too well into a drawn board. The monastary is HUGE, I had a Chessex Mondo mat (4.5'x8.5') and two mega mats (3'x4') and the Monastary took up most of that (and I had to fit some rooms on there by making up space). I really like drawing everything, so if you don't it's not a big deal. I wish they offered a printed map pack of it. The only included combat map is pretty much the most useless map in the whole adventure.

2. The story - Good story, adventurers come into town and investigate some problems, root around and find a dragon, kill dragon, save the town, become ultra wealthy. There were good NPCs there, though the guidance on much of it is pretty ambiguous, so some of the background I didn't feel I utilized well. The plot for the town was very nice, and I hope that makes it into more modules.

3. Loot - Starting at the tomb your players will get a TON of loot, and some of it's super expensive. So if you're planning on continuing the adventure after this module you need to take that into account. But the players love it.

4. Combat - There's a good mix, from the traditional dragons and kobolds, to the unusual, running through a wizards house. Good mix of everything, I enjoyed it, there were some encounters that were really easy, and some wern't. I added more to pump experience into the players because to hit the experience marks the module wants you is pretty tight with 4 players. In the end my players made it to the last fight at level 6 instead of 7, but they ran the encounter very well and wern't at risk (only one death). You have access to some DM NPCs to act as a release valve should stuff get too tough (and they are pretty darn powerful).

5. Overall - I'd highly recommend it, and wouldn't hesitate running it again, Mike Shel wrote an excellent adventure.

The Perfect Module


(First, please consider the source of this review: I've been playing and running RPG's since 1985. For this adventure the players consisted of three adults with similar experience as myself and two players age 14 & 17 with little or no RPG experience. The PC's making up the adventuring party were a fighter, thief, cleric#1, cleric#2 and sorcerer)

I rank The Dragon's Demand as one of the top five modules I've ever ran and place it alongside the TSR classic Ravenloft for its level of detail, immersive story, and balanced game-play approach of combat and role playing.

For me, Paizo's adventure paths feel too "railroady" for an entire campaign so having this module finish at 7th level is perfect. It allows for a group of PC's to switch their goals, fates, and interests halfway through their careers without seriously retooling your campaign. I would like to see more products like this "maxi-module" that have a clear beginning and then end in the mid-level range.

major spoilers sprinkled throughout:
The Dragon's Demand allows new players the opportunity to face a freaking dragon (!!!) at relatively low levels - something a grognard (like myself) normally had to wait 10 years in one’s gaming life to experience, if ever! This is done through temporarily boosting the PC's firepower with high level magic items and helpful NPCs. In any other adventure I would say that approach is fraught with unbalancing problems or cookie cutter tropes of OP...but the difference here is the writing.

Mike Shel has written a masterpiece. He includes a fully livable village flush with NPCs that (while most don’t come fully statted) make your PC's like them and want to do things for them. This can be done through side quests in the town (for newbie GM's) or through organic role play, for there is plenty of info provided for an experienced GM to work with. [In my game, cleric#1 ended up marrying the Baroness' daughter, closely tying himself to the fate of the village. This NPC is not included but very easy to conjure with the material provided]

The top notch writing continues throughout the module and is crafted so well that it seems completely natural for your heroes to be handed, if only temporarily, ridiculously powerful items to go kill a dragon. Each location in The Dragon's Demand is detailed with such thoroughness and wonder that, midway through investigating the abandoned monastery of Irori, one of the clerics decided to convert from her original deity, Sarenrae. [Having never dealt with something like this in game, as a GM I was lucky that an option for conversion is actually written into this adventure! I simply reactivated the Aspirants Path in the bottom of the monastery and let the cleric earn her new patron-ship with “help” from her fellow heroes]

All of this creates an unforgettable adventure that has your party encountering kobold tribes in their warren, a tomb of undead, traps galore, the extraplanar and finally the classic, narcissistic dragon (Pay attention to which elements your group enjoys or dislikes so you'll know what direction to take them later in your campaign). At this point, if they're brave, patient, and smart, your heroes will have picked up enough items and helpful NPC's to take on fantasy's most iconic baddie.

This module comes packed with full color maps for every encounter including a pull out, two-sided map. While I've read complaints that these encounters are cumbersome to draw out, I'd much rather prefer that than have little or no maps for reference.

By the end of The Dragon's Demand, your group will have established an excellent base of operations (the village) to launch future adventures with close enough ties to NPC's that you can easily craft your own stories. Alternately (if you don't like the main story and just can't come to grips with fighting a dragon at low level) the eight major adventures that comprise the main story of this "maxi-module" could be split up and inserted into any campaign of your choosing. The writing alone is worth the price of this product and I highly, highly recommend it to both new and experienced GM's alike.

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