Pathfinder Module: The Dragon's Demand (PFRPG)

4.20/5 (based on 23 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).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
SoundSet on Syrinscape
Archives of Nethys

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

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4.20/5 (based on 23 ratings)

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Really Appreciated the all the GM Support for this Great Module (GM review)

5/5

To start, the foldout map of the town was great to have. Between the Syrinscape sound pack, the Face/Item/Quest cards for Dragon’s Demand that I could give my players, and the Hero Lab encounter library from Lone Wolf Development, I was free to focus on just learning the module, tailor it to my table, pick pawns, and decide on maps, which was fine considering how much extra time I had. I was able to learn the setting and its people, so that I did not need to reference the book very much during play. Having a town with the right amount of detail (shop names, npc names, mannerisms, etc.) it was easy to elaborate on the setting and bring it out. So, the module greatly enabled me to focus on bringing the setting to life at the table, rather than focusing on the mechanics of it all, from the resources in the module itself and the external support.

The players thoroughly enjoyed it, and the bulk of character development (personality) took place in this module. Though the PCs are advised to be from out of the town, I found it helpful to have 2/5 characters be from the rural outskirts: foresters. This made the players more motivated to protect the region. Though this module is set in Taldor, Golarion, it can easily be adapted for any medieval fantasy setting. SPOILERS!: you can see pics with description of our play-through on our group Facebook site in our Golden Watch, the Next Gen album (contains SPOILERS!): https://www.facebook.com/darkjusticeinc/


Some high spots, some low spots--player review

3/5

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.


5/5

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

5/5

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

5/5

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.


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If the new module format better suits the passions and interests of the creators at Paizo, then I am for this change. That's the main (if not only) criterion for me, actually.

Bigger modules mean I can probably cannibalize from locations, ideas, and better inspiration. If the authors are having a blast then I'm more inclined to have a blast, too.


I have a question...

Is the idea of the dragon being the Big Bad not supposed to be apparent to the characters right off? I can understand putting "Dragon" in the title to increase sales, but I'm thinking it might be good to put out an alternative title out there so we can (as we so often do!) fool our players...

Paizo Employee Creative Director

1 person marked this as a favorite.
The Rot Grub wrote:

I have a question...

Is the idea of the dragon being the Big Bad not supposed to be apparent to the characters right off? I can understand putting "Dragon" in the title to increase sales, but I'm thinking it might be good to put out an alternative title out there so we can (as we so often do!) fool our players...

The idea that the dragon is the main goal of the adventure is not intended to be known by the characters at the start of the adventure, no. But if the players know that... that creates some fun anticipation, in the same way knowing some of the surprises and plot elements of a movie you learn from a movie's trailer can enhance your anticipation and enjoyment of the movie.

If you want to fool your players... just keep the adventure hidden behind the screen. And look into keeping them off the internet, I guess...

Dark Archive

Does the new 64 page format mean more art or is it all story/maps?


James Jacobs wrote:
...And look into keeping them off the internet, I guess...

Heh, that's THE major challenge as GM these days, I reckon. :D

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.
Kevin Mack wrote:
Does the new 64 page format mean more art or is it all story/maps?

If you divide the number of pieces of art in a product by the number of pages, you get the average art-per-page count. That number should actually increase slightly with the higher page count. So, in general, expect fractionally more than double the art when compared to the old format.

(The reason for this is that doubling the page count actually gives us more than twice as many "content" pages, because we don't need to double things like the title page, OGL, ads, or the like.)


Enlight_Bystand wrote:
John Doe 207 357 wrote:
I would like to see how this module stand up since a dragon would normally be a major threat and would be a difficult task for starting 1st level players to handle.
They'll be 6-7th level by the end, which would make a CR 9-10 Dragon a good end encounter

The weakest adult dragon in the Bestiary is CR10. So are we expecting the weakest of adult dragons to be the menace in this module?


John Doe 207 357 wrote:
Enlight_Bystand wrote:
John Doe 207 357 wrote:
I would like to see how this module stand up since a dragon would normally be a major threat and would be a difficult task for starting 1st level players to handle.
They'll be 6-7th level by the end, which would make a CR 9-10 Dragon a good end encounter
The weakest adult dragon in the Bestiary is CR10. So are we expecting the weakest of adult dragons to be the menace in this module?

Does it have to be an adult?

Paizo Employee Creative Director

I'm not ready to reveal much more about the adventure, but the dragon the PCs will be facing in the adventure is NOT a pushover.

Further... the adventure is DESIGNED to be one that builds your PCs up to face a dragon. There's more ways to do that than just XP.


Hmm..Maybe there's a dragonslaying sword or something. That trope of running off on a quest first to get the special magic weapon to slay the 'unkillable' beast is one that's not terribly easy to model in D&D, in my experience.

Dark Archive

BPorter wrote:

At first blush, I was a bit put off by the announced change. However, taking a step back, most of my favorite modules (regardless of publisher) were a series of modules that provided a longer story arc (Curse of Immortality, Slavelords, etc.), so I think the potential is very high for the modules to take on the traits of module-series that I like so much.

While those are great, your leaving out that in addition to slavelords, they also put out adventures that were NOT a series of modules. Things you can drop into spots if necessary.

Longer adventures might be great. It remains to be seen. I would have liked to see a bit of both myself. Longer ones to get started, but I also liked the shorter ones I can drop into campaigns- a couple that were useful to a city Ptolus style game, another few that you can build up before sending folks out to slumbering Tsar, Or modules like the one with the fey and the carnival that went bloody, Carnival of Tears, that you can drop into a game as your party as traveling from A to B, in a little town along the way.

Its what I really miss about Dungeon magazine.

So the 64 page modules is a bit of a mixed bag.


carmachu wrote:
BPorter wrote:

At first blush, I was a bit put off by the announced change. However, taking a step back, most of my favorite modules (regardless of publisher) were a series of modules that provided a longer story arc (Curse of Immortality, Slavelords, etc.), so I think the potential is very high for the modules to take on the traits of module-series that I like so much.

While those are great, your leaving out that in addition to slavelords, they also put out adventures that were NOT a series of modules. Things you can drop into spots if necessary.

Longer adventures might be great. It remains to be seen. I would have liked to see a bit of both myself. Longer ones to get started, but I also liked the shorter ones I can drop into campaigns- a couple that were useful to a city Ptolus style game, another few that you can build up before sending folks out to slumbering Tsar, Or modules like the one with the fey and the carnival that went bloody, Carnival of Tears, that you can drop into a game as your party as traveling from A to B, in a little town along the way.

Its what I really miss about Dungeon magazine.

So the 64 page modules is a bit of a mixed bag.

I've actually noticed that the PFS Scenarios do a good job of having adventures that fill in the gaps. Plus they are scaleable which is nice. I see them replacing the Adventure Modules at being, well, modules. Check them out. They tend to be good even if you aren't in PFS.

The Exchange

Odraude wrote:
carmachu wrote:
BPorter wrote:

At first blush, I was a bit put off by the announced change. However, taking a step back, most of my favorite modules (regardless of publisher) were a series of modules that provided a longer story arc (Curse of Immortality, Slavelords, etc.), so I think the potential is very high for the modules to take on the traits of module-series that I like so much.

While those are great, your leaving out that in addition to slavelords, they also put out adventures that were NOT a series of modules. Things you can drop into spots if necessary.

Longer adventures might be great. It remains to be seen. I would have liked to see a bit of both myself. Longer ones to get started, but I also liked the shorter ones I can drop into campaigns- a couple that were useful to a city Ptolus style game, another few that you can build up before sending folks out to slumbering Tsar, Or modules like the one with the fey and the carnival that went bloody, Carnival of Tears, that you can drop into a game as your party as traveling from A to B, in a little town along the way.

Its what I really miss about Dungeon magazine.

So the 64 page modules is a bit of a mixed bag.

I've actually noticed that the PFS Scenarios do a good job of having adventures that fill in the gaps. Plus they are scaleable which is nice. I see them replacing the Adventure Modules at being, well, modules. Check them out. They tend to be good even if you aren't in PFS.

Exactly that. PFS is even easier to drop into a campaign than the modules were, because it's so small. With the new format, modules could become better adventures because they wouldn't be quite as starved for space.

Dark Archive

1 person marked this as a favorite.
Odraude wrote:

I've actually noticed that the PFS Scenarios do a good job of having adventures that fill in the gaps. Plus they are scaleable which is nice. I see them replacing the Adventure Modules at being, well, modules. Check them out. They tend to be good even if you aren't in PFS.

Unfortunately, they don't sell them in print form. Which makes them useless to me. I'm not a PDF person. I like dead tree form. I've got every module they put out, but unless they start publishing PFS scenarios in other then PDF, wont do me any good.

The Exchange

carmachu wrote:
Odraude wrote:

I've actually noticed that the PFS Scenarios do a good job of having adventures that fill in the gaps. Plus they are scaleable which is nice. I see them replacing the Adventure Modules at being, well, modules. Check them out. They tend to be good even if you aren't in PFS.

Unfortunately, they don't sell them in print form. Which makes them useless to me. I'm not a PDF person. I like dead tree form. I've got every module they put out, but unless they start publishing PFS scenarios in other then PDF, wont do me any good.

PDF + print in full color and put in a nice binder = buying print product.

Dark Archive

Lord Snow wrote:


PDF + print in full color and put in a nice binder = buying print product.

No its not. No matter how many times you or others say it, its not the same thing. I have tons of PDF's from my subscription time with piazo that sit unused. No interest in printing my own stuff.


Well, that sounds like a problem no one can really help with.

As for me, I'll take printing it over buying the hard cover any day. Because I'm a broke mother and it really is the same thing except for new book smell. Which is a luxury.

The Exchange

carmachu wrote:
Lord Snow wrote:


PDF + print in full color and put in a nice binder = buying print product.

No its not. No matter how many times you or others say it, its not the same thing. I have tons of PDF's from my subscription time with piazo that sit unused. No interest in printing my own stuff.

I can see why you'd PREFER a print copy rather than printing a PDF yourself, but I'm saying if you prefer shorter modules, your best option now is to do just that, with PFS scenarios. If you'd rather switch to bigger modules than print out the smaller ones... good for you! the longer modules look awesome :D


Is the cover image ever going to be updated?


Shalafi2412 wrote:
Is the cover image ever going to be updated?

It will be eventually. ;)

Dark Archive

Odraude wrote:

Well, that sounds like a problem no one can really help with.

As for me, I'll take printing it over buying the hard cover any day. Because I'm a broke mother and it really is the same thing except for new book smell. Which is a luxury.

Its not really a problem per say. Its preference really. I understand I'm not the target audience anymore really- even though I had multiple subscriptions from the beginning till last july when I cancelled tem. I have tons of PDF's that really don't get used, somewhere in the neighbood of over 200 from the subscriptions.....and downloaded maybe 6. I really have no use for PDF, nor printing.

Its ok, I have most of the dungeon magazines to draw from plus paizo's and other modules.

Contributor

1 person marked this as a favorite.
Shalafi2412 wrote:
Is the cover image ever going to be updated?

The cover is by Lars Grant-West and it is brilliant.

Sovereign Court

As far as use for PFS ... will the longer format change the payout for playing through a module from 3XP/4PP to a higher level?

I've been running modules for our local PFS Lodge over the last 2 months and have managed to have the modules be complete over an 8.5-10.5 hour window. The longer format will most likely axe these newer modules from consideration as it will require more than a single day commitment.

Liberty's Edge

carmachu wrote:
Odraude wrote:

Well, that sounds like a problem no one can really help with.

As for me, I'll take printing it over buying the hard cover any day. Because I'm a broke mother and it really is the same thing except for new book smell. Which is a luxury.

Its not really a problem per say. Its preference really. I understand I'm not the target audience anymore really- even though I had multiple subscriptions from the beginning till last july when I cancelled tem. I have tons of PDF's that really don't get used, somewhere in the neighbood of over 200 from the subscriptions.....and downloaded maybe 6. I really have no use for PDF, nor printing.

Its ok, I have most of the dungeon magazines to draw from plus paizo's and other modules.

Kinko's could take the files and print them in book quality for you. Just a thought.


The trouble with the PF scenarios is that it's lots of different files - given the copy protection, my printer isnt terribly enthused about working with them.

Personally, I'd love to be able to buy a season in a single file, even if it were just all the PDFs sequentially with some kind of generic cover. I suspect the market for that is close to single figures though. :(


Mike Shel wrote:
Shalafi2412 wrote:
Is the cover image ever going to be updated?
The cover is by Lars Grant-West and it is brilliant.

Nice to know but even better to see.


Steve Geddes wrote:
Personally, I'd love to be able to buy a season in a single file, even if it were just all the PDFs sequentially with some kind of generic cover. I suspect the market for that is close to single figures though. :(

Pretty sure you can, sir! Go to the link below!

http://paizo.com/products/btpy8wts?Pathfinder-Society-Scenario-Season-3-PDF -Bundle

Except there should be no space between PDF-Bundle


Isnt that a zip file of lots of individual scenarios? What I mean is I'd like to have one continuous PDF file.

Webstore Gninja Minion

Steve Geddes wrote:
Isnt that a zip file of lots of individual scenarios? What I mean is I'd like to have one continuous PDF file.

It is a ZIP file of the individual scenarios, not a continuous PDF file. Having it broken into individual scenarios allows us to update each one individually (if needed).

Paizo Employee Chief Technical Officer

Heine Stick wrote:
Shalafi2412 wrote:
Is the cover image ever going to be updated?
It will be eventually. ;)

Here's how it works:

We send stuff to the printer. Within a couple of weeks, the printer generates a proof. We then approve the proof—and this is the first point where things are considered final. Finally, about once a month, we go through and update images for all of the stuff that has been finalized since the last time we updated images.

We just sent this product to the printer, so the other steps should all be happening in the coming weeks.


Liz Courts wrote:
Steve Geddes wrote:
Isnt that a zip file of lots of individual scenarios? What I mean is I'd like to have one continuous PDF file.
It is a ZIP file of the individual scenarios, not a continuous PDF file. Having it broken into individual scenarios allows us to update each one individually (if needed).

Thanks, Liz. I figured there'd be lots of good reasons. I'll just have to hope my printer goes through a quiet period..


Pathfinder Adventure Path, Rulebook Subscriber
the Haunted Jester wrote:
Any chance of a Pathfinder Battles Encounter pack to accompany this set?

That would be INCREDIBLY awesome ... feasible ... don't know ... but AWESOME ... heck yeah!

~Dean


Does the module begin from a town or already on the road? Looking forward to run this and want to get players backgrounds ideas.

RPG Superstar Season 9 Top 16

But the whole point of the module line is to have LESS content than Adventure Paths.

The bigger they are, the harder they are to integrate into your campaign.


2 people marked this as a favorite.

I'd say the modules, even with this latest increase in page count, are still not even close to the adventure paths in terms of content. 64 pages vs. 500+ pages.

While I certainly agree that bigger modules prove more difficult to insert into existing campaigns, one of THE biggest complaints I saw for many modules prior to this increase in page count was that some of them were too short to do the subject matter justice.

So now we have 3 tiers when it comes to Pathfinder modules: Pathfinder Society scenarios, Pathfinder Modules, and the Pathfinder Adventure Paths. So there's something for everyone here, I think.


1 person marked this as a favorite.

You mean like we had 3 tiers before? Scenarios, modules and APs?

The modules are just longer now. They were always bigger than scenarios.


thejeff wrote:

You mean like we had 3 tiers before? Scenarios, modules and APs?

The modules are just longer now. They were always bigger than scenarios.

Hehe fair enough. The difference between Pathfinder Society scenarios and the new modules and what they each offer is much clearer now, though, and that was the point I tried (and failed) to make. Pathfinder Society scenarios are one-shots that are easily inserted into existing campaigns, the Pathfinder Modules are now small campaigns in their own right, and the Pathfinder Adventure Paths are career-spanning campaigns.

Sovereign Court

I think the new format is good, and I can't wait for them.


I'm hoping that the battlemaps in the PDF will be better for use with a VTT.

Paizo Employee Creative Director

Ratbane wrote:
Does the module begin from a town or already on the road? Looking forward to run this and want to get players backgrounds ideas.

You start in situ, having just arrived at the town of Belhaim.

Silver Crusade

James Jacobs wrote:
Ratbane wrote:
Does the module begin from a town or already on the road? Looking forward to run this and want to get players backgrounds ideas.
You start in situ, having just arrived at the town of Belhaim.

In Situ? I thought this was in Taldor!

Paizo Employee Creative Director

uriel222 wrote:
James Jacobs wrote:
Ratbane wrote:
Does the module begin from a town or already on the road? Looking forward to run this and want to get players backgrounds ideas.
You start in situ, having just arrived at the town of Belhaim.
In Situ? I thought this was in Taldor!

Ha.

RPG Superstar Season 9 Top 16

I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

Contributor, RPG Superstar 2010 Top 4

Cyrad wrote:
I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

I would count on the author Mike Shel to deliver a satisfying conclusion.

Sovereign Court

I'm still not clear how the module will link in to PFS play. If it will take 1st level PCs to 6th-7th by the end, will PFS PCs be looking at the same kind of raise in level? Or will the modules be treated like the APs, where only part of the module will be sanctioned for PFS play?

Contributor

3 people marked this as a favorite.
Jim Groves wrote:
Cyrad wrote:
I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

I would count on the author Mike Shel to deliver a satisfying conclusion.

The dragon, an aficionado of Taldan high culture, agrees to cease his depredations if the party can get him season tickets to the Oppara Opera House.

However, getting those tickets is an incredible challenge.

Wussified, indeed.

Paizo Employee Creative Director

2 people marked this as a favorite.
Cyrad wrote:
I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

If you bring a 20th level character into the adventure, the dragon will be a chump, yes.

If you play the adventure as written, for a starting group of 1st level characters, the dragon will not feel like a pushover. Trust me.


1 person marked this as a favorite.
Mike Shel wrote:
Jim Groves wrote:
Cyrad wrote:
I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

I would count on the author Mike Shel to deliver a satisfying conclusion.

The dragon, an aficionado of Taldan high culture, agrees to cease his depredations if the party can get him season tickets to the Oppara Opera House.

However, getting those tickets is an incredible challenge.

Wussified, indeed.

And then the difficult task of convincing the opera house manager to allow a dragon to attend, and figuring out the logistics of getting a grown dragon good seating.

It's a challenge unlike any you've faced before. :P


Mechalibur wrote:
Mike Shel wrote:
Jim Groves wrote:
Cyrad wrote:
I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

I would count on the author Mike Shel to deliver a satisfying conclusion.

The dragon, an aficionado of Taldan high culture, agrees to cease his depredations if the party can get him season tickets to the Oppara Opera House.

However, getting those tickets is an incredible challenge.

Wussified, indeed.

And then the difficult task of convincing the opera house manager to allow a dragon to attend, and figuring out the logistics of getting a grown dragon good seating.

It's a challenge unlike any you've faced before. :P

I've got say, that would be an awesome adventure.

Contributor

Mechalibur wrote:
Mike Shel wrote:
Jim Groves wrote:
Cyrad wrote:
I'm also worried that this module will "wussify" dragons. Of course, there's more than one way to defeat a foe than fight them, but if that's how the dragon is defeated...

I would count on the author Mike Shel to deliver a satisfying conclusion.

The dragon, an aficionado of Taldan high culture, agrees to cease his depredations if the party can get him season tickets to the Oppara Opera House.

However, getting those tickets is an incredible challenge.

Wussified, indeed.

And then the difficult task of convincing the opera house manager to allow a dragon to attend, and figuring out the logistics of getting a grown dragon good seating.

Having a breath weapon means never having to worry about seating issues.

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