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Pathfinder Module: The Dragon's Demand (PFRPG)

****( ) (based on 20 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

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

Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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Product Reviews (20)
1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 20 ratings)

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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.

Very well done!


This is a great starter module with a classic bad guy for all fantasy RPG, the all powerful dragon!

The town, plot lines, NPCs are all top notch. This is a module that will appeal to both experienced gamers and the newer ones who want to try the Pathfinder system out. The maps are hard to draw, but it is worth the time it takes.

This is great to run for Pathfinder Society as well. The first two sanctioned modules can fit inside the standard 5 hour window, and splitting the third is no big deal.

This is the one to get! I would very much be interested in a sequel possibly. *hint hint Paizo*

Way to go Mike Shel


Really as good as it gets.

What we have here is a good module for new players. I ran this for a 4 person party of experienced players all whom were testing out the Advanced Class Playtest.

The settings is great, Belhaim is a great city for new players!
I think this would be a premier module for new players as well as the rest of the Paizo dragon supplements.

Dragons Unleashed

Dragonslayer’s Handbook

This is unfortunately what I think some GM’s will miss. I will try to come around to it again but Mike Shel has really done really well with the content, some of this will be easily be missed by GM’s.

So let’s talk about Belhaim, the small town is really well represented. There is allot here, I would expect the more you let the players interact with the town the more they will appreciate it. This really is a great setting.

I will not spoil anything.

The first chapter is great everything here works. My party was almost died in the first part. They ended up getting robbed of most of their money. There is a very memorable NPC here.

The second chapter is great as well, Maffei is probably the most memorable NPC, I have ever GM’d. I am not sure if it is intended but the effects of interacting with her can really cause some long term effects.

The third chapter the Auction, I don’t think my party enjoyed this part. Then again I robbed them instead of killing them it ended up being very fun for me. So I guess a lesson learned, when a villain asks to talk when 3 party members are down sometimes it is just a good time to surrender.

Combat wise I think I ran all but 4 encounters from the whole module. One of the ones I skipped the party just didn’t encounter. One I rewarded PC for previous actions. The other two were very low levels.

Extra points for Mike that he included morale effects that very interesting, instead of the typical "fights to the death" that I often see. I think about 1/3 of the encounters ended due to morale. It is a great addition.

I think the toughness and challenge rating was spot on.

Grioths, are awesome I hope they make it into some more of Mike Shels works. They work on their first and second appearances. In hindsight I would of like to see more developed NPC’s based on them.

Yangethe a tough new monster, in my play it utterly destroyed the PC’s, a single player fled later retrieving his unconscious party members. Then the true interactions with Maffei presented itself.

Aeterperax very well written, a very nice map for the encouter.

Major Spoilers:

The Crypt of Tula, with her blessings the fight with Alturic was a bit to easy.

Keen longbow caused some problems since it is on the chronicle sheets for PFS.

The three commanders, the hardest for my group was the alchemist.

Lets talk about Maffei, the players loved her, my players used all 3 scrolls of restoration on her, after fighting the Yangethe unfortunately 3 players ended up with CHA of 0. So they ended up having to travel outside the city to get replacement scrolls.

Aeterperax, great dragon, I routinely used the Improved Vital Strike and relocated to the ledges the next round. By the time the PC's would close I had him do a AOO trip against the Barbarian type. Really great to see that the Green Dragon has the right motivations.

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