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Pathfinder Module: Realm of the Fellnight Queen (PFRPG) Print Edition
Paizo Publishing, LLC
A wilderness adventure for 7th-level Pathfinder Roleplaying Game characters.
Stay Out of the Woods
Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...
Realm of the Fellnight Queen is a wilderness adventure for 7th-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. Inside you'll find a possessed druid, a drunken treant, an insane beekeeper, shape-changing forest warriors, and the dark mistress of the Fellnight Realm herself.
This module is the result of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.
Written by Neil Spicer, the winner of Paizo’s RPG Superstar™ 2009 contest.
Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
ISBN 13: 978-1-60125-224-1
Bonus! We have additional free content for use with this module in the Paizo Blog. Check out Arvormeigh, Nixie Rogue and Random Encounters in the Fellnight Mist!
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
PZO9523
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Product Reviews (5)
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Product Discussion (195)
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Average product rating:
   
(4.4)
based on
5
reviews
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review.
(edited, tidied up)
I guess that this module, developed from a rather ambitious Superstar proposal, was badly squeezed in the latter stages by the tyrannies of page count.
Part one opens promisingly with nuptials that soon develop a sinister twist, and part two sees the PCs pursuing investigations in a nearby forest, discovering further evidence of foul deeds afoot and some very confused potential allies.
The third and final part is apparently founded on the premise that the main enemy has been acting for simple meta-story reasons, rather than with any kind of complex, word consuming, in-game rationale, with a net result of making things relatively easy for the PCs. There is a final encounter with the by now tragic lead villain of the first two parts and an interesting location to explore which is perhaps a little understaffed. The main villain relies on basic tactics combined with AC & Saves that 8th level characters ought to have little problem dealing with. Once the PCs kill the main villain, however, there is a recommendation made that one of those cheesiest of plot devices, a villain who comes back even after you kill them, be utilised to punish PCs who step off the assumed plot railroad of the module of reinstating the magical fence. :(
My impression of the first two parts is that they rate a full five stars each. Sadly the third part only rates two stars, in my opinion, due to the contrived feel I get of what is going on, and the main villain only three stars principally on the basis of the excellent (and evocative) artwork. (Where, oh where, was Gulga Cench? Now *he* would have been a solid villain.)
My overall rating for the module is three stars. If I were looking at it from the perspective of someone whose principle concern is cinematic action sequences I would certainly rate it as at least four stars overall.
The tone and flavor of this adventure are excellent, and it makes the plot and enemies a delight. It was extremely easy for me to pick this up and place it into my own campaign world, which is a major plus in my book. Also, the players had a blast.
My only gripe is that it was a little hard to locate the maps, which made things bog down a little. Overall, I give this a hearty recommendation.
One of the most creative modules I've seen in a long, long time. The story line is crisp, the bad guys are interesting, the environment is wonderfully textured, and the combat scenes are unique and well designed.
This is an excellent adventure with memorable foes and NPCs. A crazed beekeeper, drunk treant, possessed druid, and a creepy evil fey queen are some of the highlights.
The players get the opporunity to be truly heroic by saving good guys in distress or sometimes deal with dangerous situations without bloodshed. In almost every case, the adventure rewards the path of good and that's refreshing in an era where the players choices tend to be grey and greyer.
If you're looking for an adventure with a great storyline in a family friendly package, then this is it!
First of all, congratulations on a job well done, Neil!
This adventure centers on the PCs stopping an evil fae queen and her army of darkness. The adventure begins at a wedding, easily changable, but which allows for the PCs to meet up with important NPCs again, if the DM so chooses. Like RotRL's first adventure, there's lost for the PCs to do in town, including games and other tests of skill and a chance to interact with NPCs. Again, an excellent chance for the canny DM to introduce some campaign leads and reoccuring NPCs. Without giving too much away, it's not long until the wedding is crashed.
Continuing on, this adventure has a number of interesting outdoor environments, though my one major disappointment is the lack of variety in foes the PCs meet. Although this adventure is fae-heavy, [I don't think this is much of a spoiler] there are an equal number of good and evil fae to interact with, and some of the good fae are just as much fun, if not more so, than the evil ones. Neil definately gets bonus points for synergy, as the entire adventure feels like a bad fairy tale, using classic european mythical woodland creatures as support, background and villains. The spells and abilities the fae queen uses against the PCs also helps drive home this point.
This adventure in well-devised in that many of the encounters, and one major one, are dependant on both combat and negotiation. PCs could solve some of the "combats" either way, and how they interact with the woodland creatures will show the consequences of their actions.
This adventure is generally suitable for all gamers, the only unsettling parts being the carvings and the pit, however a DM could easily remove this feature or add more horror with a bit of tweaking.
The other disappointment I had was that this adventure is so Golarion-centered, especially with the bleaching. To convert this adventure would probably ruin too much of the delicious flavour. If you are a fan of another setting, run it as a one-shot diversion, because it's not to be missed.
All in all, an adventure I highly look forward to running. Congratulations again, Neil and I look forward to many more adventures to come!
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