Pathfinder Module: The Dragon's Demand (PFRPG)

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

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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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Contributor

Joseph Wilson wrote:
All Paizo adventures, with the exception of PFS scenarios, assume 4 players. I would guess this is because 4 players is the baseline assumption in the Core Rulebook. PFS has its own, different set of core assumptions.

Ah, I see what you are saying. I see 6 as being a standard table at gaming conventions (for ANY game, not just PFS), so I just had 6 on the brain for all the adventures. I haven't paid that much attention to the core assumptions--apparently!

Contributor

9 people marked this as a favorite.
Serpent wrote:
Mike Shel wrote:
Serpent wrote:

I'm slightly confused about the members of the Benhovy family:

** spoiler omitted **

Sir Pelle Benhovy is ** spoiler omitted **

Ah, gotcha. Thanks for the additional info, Mike!

It's a pity there was no room in the module for interesting tidbits like this. But I'll be sure to include new side quests and sinister secrets involving not only the sheriff...
** spoiler omitted **

I was thinking very seriously about posting additional information to the boards for fleshing out the townsfolk of Belhaim and even talked to James to get his OK. However, current Paizo assignments make it unlikely I'll be able to do that before at least November or December (and then only if there's sufficient interest).

In the meantime, here are a couple more tidbits for you:

Spoiler:
Xemne is actually a Galt ex-pat who fled Isarn after publishing a series of inflammatory tracts accusing the ruling council of betraying the revolution.

Shelyn cleric Nilos Genser has something of a drinking problem.

Butcher Orin Akil has three daughters who he jealously guards from outsiders. Unbeknownst to him, his youngest is having a fling with one of the underclerics at the House of Abadar.

Blacksmith Marcus Chance brutalizes his wife. Feltmaker Pelnas Megara, a rather asocial and withdrawn sort, has a thing for the wife and may one night hit Marcus over the head with a rock as he stumbles home drunk from Grayhands' tavern.


Pathfinder Roleplaying Game Superscriber
casiel wrote:
Tarondor wrote:
How can I get the interior maps without the secret doors and other markings?

Use the Screen Capture feature in Adobe Acrobat Reader to take a screenshot of the map. Then paste that into either Photoshop or Word. It shouldn't copy the secret door markers as those are usually on a different layer of the graphic.

Usually true, but not in this case, as referenced by Joe M., above.

Silver Crusade

1 person marked this as a favorite.
Tarondor wrote:
casiel wrote:
Tarondor wrote:
How can I get the interior maps without the secret doors and other markings?

Use the Screen Capture feature in Adobe Acrobat Reader to take a screenshot of the map. Then paste that into either Photoshop or Word. It shouldn't copy the secret door markers as those are usually on a different layer of the graphic.

Usually true, but not in this case, as referenced by Joe M., above.

I have been able to export (most of) the maps without labels & secret doors. My previous post was expressing surprise because I didn't know that was usually possible.

If you're using Windows, the free Nitro PDF Reader has an excellent "Extract Images" function that will grab all of the artwork and maps from the file (without labels) for you.

I recently switched to Mac OS X and haven't found a tool that does as good of a job on Mac OS X (suggestions welcome!). You can do it manually in Preview by selecting an individual image, copying, and pressing CMD-N to create a new file with the copied image. It'll leave out labels etc. Not as convenient as an automated tool but it worked for me well enough.


1 person marked this as a favorite.

I've looked through this in the stories and I really like the idea that the dragon is

plot spoiler:
trying to discover more about the Dark Tapestry and the Dominion of the Black
. That's a goal I would have never seen as something dragons would care about. And the new monsters are great. Nice and Lovecraftian!


Pathfinder Roleplaying Game Superscriber
Joe M. wrote:
Tarondor wrote:
casiel wrote:
Tarondor wrote:
How can I get the interior maps without the secret doors and other markings?

Use the Screen Capture feature in Adobe Acrobat Reader to take a screenshot of the map. Then paste that into either Photoshop or Word. It shouldn't copy the secret door markers as those are usually on a different layer of the graphic.

Usually true, but not in this case, as referenced by Joe M., above.

I have been able to export (most of) the maps without labels & secret doors. My previous post was expressing surprise because I didn't know that was usually possible.

If you're using Windows, the free Nitro PDF Reader has an excellent "Extract Images" function that will grab all of the artwork and maps from the file (without labels) for you.

I recently switched to Mac OS X and haven't found a tool that does as good of a job on Mac OS X (suggestions welcome!). You can do it manually in Preview by selecting an individual image, copying, and pressing CMD-N to create a new file with the copied image. It'll leave out labels etc. Not as convenient as an automated tool but it worked for me well enough.

No need. They've now been updated. I just downloaded it again and voila!


Joe M. wrote:
I recently switched to Mac OS X and haven't found a tool that does as good of a job on Mac OS X (suggestions welcome!). You can do it manually in Preview by selecting an individual image, copying, and pressing CMD-N to create a new file with the copied image. It'll leave out labels etc. Not as convenient as an automated tool but it worked for me well enough.

Using Adobe Reader to select, and then copy the map (and then go the route you're already using with Cmd-N in Preview) usually does not export the labels and traps on the map.

Dark Archive

Thanks for the additional info, Mike! This seems to be an excellent adventure, and can't wait to finally get it! :)

(my FLGS has assured me that they'll have it in a few weeks)

Silver Crusade

Olwen wrote:
Joe M. wrote:
I recently switched to Mac OS X and haven't found a tool that does as good of a job on Mac OS X (suggestions welcome!). You can do it manually in Preview by selecting an individual image, copying, and pressing CMD-N to create a new file with the copied image. It'll leave out labels etc. Not as convenient as an automated tool but it worked for me well enough.
Using Adobe Reader to select, and then copy the map (and then go the route you're already using with Cmd-N in Preview) usually does not export the labels and traps on the map.

Yep. Preview works just as well for that. What I'm looking for is a tool to automate it: something that will extract all the images from the *.pdf in one go so I don't have to go through and grab each one manually. The free Nitro PDF Reader (linked previously) does this very well–but it's Windows-only. I've tried one or two *.pdf tools for Mac OS X but I've had some problems with it.


Joe M. wrote:
Mechalibur wrote:

Is it me, or does it look like the boss might end up really easy?

**Spoiler Omitted**
Haven't got there yet, but if my group looks like they'll stomp the final encounter I'm planning on boosting it with a Hound of Tindalos or two. There are some cruel tactical possibilities there. :-)

If you play a Dragon tactically like it should (Because Dragons are geniuses) then your party should have a huge challenge on their hands. Look up Circle Strafe on Countermonkeybard via youtube you will see what I mean.

Liberty's Edge

I have a couple of questions about keys used in the first dungeon.

Spoiler:
In the first paragraph for room A12 it says, "One of the keys from A5 can open it." "It" being the door between rooms A11 and A12. Unfortunately, there are no keys in the cells in A5. Was this a typo where the referenced keys were those from room A4, or was there originally supposed to be keys in A5 that were edited out? If it was the keys from room A4, I'm assuming it has to be one of the mithril daggers since they mention being used in room A12, while the jailer's keys to the rooms in A5/A6 do not.

Also, in room A10 there is mention of the keys from A4 working in the locks to both doors, but the keys themselves from room A4 don't specifically mention working on those doors. Can this be explained by the fact that "the locks are in terrible shape" and the keys match the lock closely enough that you can jigger them?

Sovereign Court

S. Werner

Spoiler:
I just made the key from A4 a "universal key" due to this confusion. The daggers don't make much sense as one would expect they are longer than the door is wide.

Paizo Employee Creative Director

1 person marked this as a favorite.

Regarding keys:

Spoiler:
The jailer's keys do indeed open the doors to area A12. (At one point, area A4 was two areas—A4 being the bulk of the room and A5 being the iron maiden and keys, but I consolidated the two because it made more sense as all one room... then neglected to fix the reference to there being keys in area A5... sorry about that!).


Mike Shel wrote:
Serpent wrote:
Mike Shel wrote:
Serpent wrote:

I'm slightly confused about the members of the Benhovy family:

** spoiler omitted **

Sir Pelle Benhovy is ** spoiler omitted **

Ah, gotcha. Thanks for the additional info, Mike!

It's a pity there was no room in the module for interesting tidbits like this. But I'll be sure to include new side quests and sinister secrets involving not only the sheriff...
** spoiler omitted **

I was thinking very seriously about posting additional information to the boards for fleshing out the townsfolk of Belhaim and even talked to James to get his OK. However, current Paizo assignments make it unlikely I'll be able to do that before at least November or December (and then only if there's sufficient interest).

In the meantime, here are a couple more tidbits for you:

** spoiler omitted **

Love getting more detail on the residents of Belhaim. Thank you Mike Shel! I plan on doing a long term campaign continuing past the module and really appreciate the fine details to breathe more and more life into the setting.

Silver Crusade

1 person marked this as a favorite.

Report #1. Well, we kicked off with our first session on Saturday. It went very well. The party’s loving it so far.

On my side of the table, I especially appreciated how the adventure hook was put together. A stong hook along classic RPG tropes and it ran well out-of-the-box for a new GM. Excellent detail economy: just a few things I had to keep track of (so I didn't need to be super-acquainted with the town yet to run the hook well) and with good memorable touches to start fleshing out the setting for the group (innkeeper, baronness, hapless deputies). James, I've seen you recommending the module as a good starting point for new playes and/or GMs. So far it’s been real good to us.

The party had a little trouble with H., the torturer (I played him smart and it hurt), but it was a good challenge for them and they got that hero-feeling when they finally crushed him.

Grand Lodge Contributor

1 person marked this as a favorite.

I started running this Saturday with a group of 5. They all seemed to enjoy it and had a good time. We're playing again this afternoon and will hopefully finish up the first chapter.

Spoiler:

Starting them on Silas's caravan was a good way for them to get to know each other. Since we're running this in campaign mode for future PFS credit, I spun it as Silas giving them free passage to Absalom from the north with a small incentive of gold to help them out. I considered telling the party they could start with a lot more gold than normal for level 1 characters, then taking it all away when the police confiscated the caravan.

That said, the set up was good for letting the group get a small sense of camaraderie before the adventure started. Their first thought was trying to figure a way to get back on the road, picking up a few rumors (the chart was a GREAT help here) on how to make some cash and get out of town. Luckily the hooks of a tower collapsing and the majority of the town guard being gone helped push them in the right direction.

We finished the first dungeon - about half of the first Chapter - in a single 5 hour session, and the part ended just before leveling (which I expect will occur almost immediately when they start perusing the town). Good pace for it, given the module nature. I'm considering throwing a small sidequest or two in, specifically when the party starts trying to figure out how to deal with a dragon. The crypt delve later on provides a lot, more than a party of their level should have, but I'm planning on adding a talismanic component fetch quest to allow them to craft items as well.

Speaking of PFS credit... any word on when those chronicle sheets will be coming out? I heard "shortly after GenCon" but now I'm fearing PAX is getting in the way...


Any word on the release of the chronicle sheets?


Jay836 wrote:
Any word on the release of the chronicle sheets?

I'd also like to know when these will be available as I'm currently running this. Previously I saw it was supposed to be shortly after Gencon but still nothing.

Sczarni

I know chronicle sheets aren't available yet, but I finished the first part of the module and would like to report it. Can someone add it to the list of scenarios for PFS loggage?

Dark Archive

any update on those chronicle sheets ?

Paizo Employee Developer

2 people marked this as a favorite.
wellsmv wrote:
any update on those chronicle sheets ?

Finishing touches are being applied right now, and editing should be happening sometime today, so you should have access to the sheets by this weekend.

Sovereign Court

YAY! I've got folks looking at finishing chapter 1 on Friday night (and maybe Chapter 2 depending on how late we play)!


So im using the GMs Guide to creating Challenging Encounters and Im working on adding more to the final encounter

The Dragons Demand spoiler:
So I want to add two CR 5 Creatures to the encounter to account for an extra player and increased difficulty by the guide. People have suggested adding a couple leveled Kobolds but im not really feeling it I was thinking of some kind of elemental from the Dark Tapesty any one have any ideas for something? Thanks for the help.


1 person marked this as a favorite.

It's third party, but...

Spoiler:
Large Gravity Elementals are CR 5. Not much more fitting for Dark Tapestry than a couple of living Black Holes.


Thanks for the update John, been holding one group from starting act 2 so they can level and use the same characters.

Dark Archive

John Compton wrote:
wellsmv wrote:
any update on those chronicle sheets ?
Finishing touches are being applied right now, and editing should be happening sometime today, so you should have access to the sheets by this weekend.

thanks for the update John!


First thing that strikes me is the village name is very similiar to a train that gets highjacked in a movie..

So now when I see this module I will think "The taking of Belhaim 123" and worry about the party getting railroaded

Paizo Employee Developer

6 people marked this as a favorite.
John Compton wrote:
wellsmv wrote:
any update on those chronicle sheets ?
Finishing touches are being applied right now, and editing should be happening sometime today, so you should have access to the sheets by this weekend.

The Chronicle sheets and brief section of rules/adaptation text are in the hands of the editors, though I know they're battling hard to finish a few other projects today. We might not have the sheets themselves this afternoon, but I do want to ensure that folks can continue the games that they started.

Short-Term Dispensation (if the sheets are not up within 4 hours of my making this post):

Although the official document sanctioning The Dragon's Demand has not been released, the module is considered sanctioned for Pathfinder Society Organized Play. GMs running a game in so-called "campaign mode" should run the module as normal and assign Chronicle sheets at the very end of the module. GMs running a game in so-called "module mode" can provide the following numbers to their players so that the players might accurately calculate gold earned and proceed to the next section:

Section 1 (The Blood Vow Lair: areas B1–B20) : 1,536 gp earned
Section 2 (Hunclay's Cave, Auction, and Crypt of Tula (areas D1–E12: 4,800 gp
Section 3 (Monastery of Saint Kyerixus (areas F1–G8): 8,712 gp

The fourth Chronicle sheet will be available when the module is officially sanctioned, which should not be a problem given that sheet is only relevant for those playing the entire module in "campaign mode."

So no matter what happens, you should be in good shape to continue your game. Worst case scenario, we'll have the official sheets ready for you early next week.

Grand Lodge

We'll be JUST finishing up the first part this Sunday. (Got about three rooms left in the Kobold lair).

I'm dead curious about the boon on the sheets myself but the players are having a blast and that is the important part.

Sovereign Court

A curiosity in the scenario:

Spoiler:
The yangethe's tactics state that it casts demand after it teleports into the room. That's likely not the best idea, as demand has a 10 minute casting time. Presumably, though, thanks to the aid of the Dark Window he can cast it, then teleport in the round after it finishes.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Dang that four hours is taking forever. :)

Paizo Employee Developer

Kyrie Ebonblade wrote:

We'll be JUST finishing up the first part this Sunday. (Got about three rooms left in the Kobold lair).

I'm dead curious about the boon on the sheets myself but the players are having a blast and that is the important part.

The boons experiment with a new mechanic that you haven't seen before on a Chronicle sheet. With understandable bias, I think they're pretty neat, and I'm excited to see what others think of the new boon type. Perhaps we'll see more of them in the future.

Liberty's Edge

ooooh new boon mechanics? Not just "stuff" boons? I cant wait to see these boons! :D

Grand Lodge

John Compton wrote:
Kyrie Ebonblade wrote:

We'll be JUST finishing up the first part this Sunday. (Got about three rooms left in the Kobold lair).

I'm dead curious about the boon on the sheets myself but the players are having a blast and that is the important part.

The boons experiment with a new mechanic that you haven't seen before on a Chronicle sheet. With understandable bias, I think they're pretty neat, and I'm excited to see what others think of the new boon type. Perhaps we'll see more of them in the future.

John you're terrible terrrible tease you know that? LOL. I'm sure that it will be interesting. The skull and shackles chronicles had me curious to what you, Mike and the rest of the gang had planned out and everytime you guys put up something I get more improseed.

Sovereign Court

John Compton wrote:
John Compton wrote:
wellsmv wrote:
any update on those chronicle sheets ?
Finishing touches are being applied right now, and editing should be happening sometime today, so you should have access to the sheets by this weekend.

The Chronicle sheets and brief section of rules/adaptation text are in the hands of the editors, though I know they're battling hard to finish a few other projects today. We might not have the sheets themselves this afternoon, but I do want to ensure that folks can continue the games that they started.

** spoiler omitted **

So no matter what happens, you should be in good shape to continue your game. Worst case scenario, we'll have the official sheets ready for you early next week.

Just saw this and considering we started playing about 5 1/2 hours ago (and finished Chapter 1), I am a very happy camper ... as will be my players. :)

Silver Crusade

Question for more experienced GMs: I'm planning to schedule a "campaign mode" run of this module for my local PFSers soon (currently having a great time running it for non-PFSers in a home game). How many 4- or 8-hour blocks would be a reasonable time to complete in? (Not taking it super slow but not fully railroading either.)

Players would be experienced and competent, and I'm a fairly put-together GM (not to say I'm anywhere near a *good* GM yet, but I can at least keep things moving and avoid bogging down in rules books every combat).

Any guesses, guidelines, advice?

Sovereign Court

~8 hours/chapter would be a good base estimate.

Liberty's Edge

Yes, I think 8 hours/chapter could work I am running it as a home game and it took about 8ish hours for the first chapter. The second chapter is a bit shorter. I think you can run this module in 3 8 hour sessions fairly easily.

Silver Crusade

1 person marked this as a favorite.
John Compton wrote:
Worst case scenario, we'll have the official sheets ready for you early next week.

Anticipation! Bated breath!

Sometimes I hate being on Eastern time. All my Paizo goodies are 3 hours "late." :-P

Silver Crusade

I'm having a tough time envisioning the schedule for running this PFS. 3 8-hour sessions is a lot to commit to in advance. So here's a question I'm not clear on.

Suppose I run each chapter individually. Would I be able to award the bonus chronicle to any players who complete all three chapters with me?

That would make scheduling this for the lodge a *lot* easier, as I wouldn't have to get everyone to pre-commit to 24 hours of gaming spaced over a month or two. Which would be ideal and I hope to get that commitment anyway. But you know. Life and stuff.

Sovereign Court

From my understanding, if you run it in campaign mode you get the fourth chronicle. If you run it as individual sections (such as is the case with running just the PFS sections of an AP), you don't. but from what you are describing, if you play through the full chapters, and you have players who play through all three chapters, then yeah, I would think they would still qualify for the fourth sheet.

Silver Crusade

zylphryx wrote:

From my understanding, if you run it in campaign mode you get the fourth chronicle. If you run it as individual sections (such as is the case with running just the PFS sections of an AP), you don't. but from what you are describing, if you play through the full chapters, and you have players who play through all three chapters, then yeah, I would think they would still qualify for the fourth sheet.

That's what I'm hoping. I'd hate to schedule a campaign mode run for my lodge and then, say, have a player miss a session and a new player sub in and not be able to give the first player the reward for what he did complete and the second player the reward for the session she played. (If campaign mode were all-or-nothing.) That's why I'm waiting on the sheets and guidelines before scheduling. Don't wantto set this in motion till I know how it's going to work for the players.

The Exchange

This anticipation is killing me. Can't wait to see these new boons a d whatever else we may get

Silver Crusade

4 hours and early next week seem to be sliding by. Any update on when we might see the chronicle sheets?

Grand Lodge

We have played 20 hours of the module at our FLGS....it would be nice for our GM to have access to the sheets.

Sovereign Court

Patience folks. John said they were on the way, they're on the way.

Dark Archive

Well, the anticipation of the chronicle sheets is building.


I'm refreshing this page like every ten minutes...


catalyst06 wrote:
I'm refreshing this page like every ten minutes...

You must be getting pretty tired!

Is there any estimate if these are going to make it out this week? Did a Dragon breath on them?

Silver Crusade

2 people marked this as a favorite.

Catalyst was exhausted so I took over the refreshing.

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