A Pathfinder Roleplaying Game adventure by Creighton Broadhurst for four 1st-level PCs
In the frozen depths of winter, murderous winds mercilessly batter the crumbling Priory of Cymer. Within, trapped by their duty and the heaped snowdrifts that render travel near impossible, the few remaining faithful huddle together and tend the sacred places of their forbears. With the weather worsening, nerves fray and tempers snap as the wind howls its mournful dirge for the forgotten dead of a fallen time. But the worst is yet to come. One of those trapped within holds a murderous grudge that only blood can expunge, and as the storm reaches its savage height, terrible revenge is wrought amid the frigid halls and faded glories of a bygone age.
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This ZIP file includes two versions of Retribution, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad. You can learn more about Raging Swan's Dual Format PDF initiative at ragingswan.com
"A fantasy roleplaying campaign can always use spooky, atmospheric low-level adventures, and RETRIBUTION is a solid, useful foray. It's "old school" in the best sense of that term: the adventure, its setting, its characters, and its new elements have all been carefully and lovingly detailed and thought through. The result is truly ready-to-use, and its elements lend themselves to easy re-use in an ongoing campaign. Recommended."
—Ed Greenwood, creator of the Forgotten Realms
"Retribution is a wintry scenario that makes full use of the weather to create a claustrophobic and gritty introduction. This is followed by an excellent middle, with something for every party as it is full of investigation, roleplaying, and combat, before building to a worthy climax. Overall, it is an excellent scenario that can be slotted into any campaign and, with very little work, any roleplaying system."
—Dave McAlister of UK Role Players
“A gripping gothic yarn. Retribution is one part classic pulp, one part The Name of the Rose, and all around a compelling narrative with exciting encounters and absorbing NPCs. It will no doubt leave a lasting impression on every adventurer who dares winter on the Lonely Coast.”
—Stephen Radney-MacFarland
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This product is 71 pages long. It starts with a cover, credits, and ToC. (5 pages)
Introduction (3 pages)
This gives a overview of the adventures, the parts, history of the adventure. Comments about how xp is expected to be rewarded. Advice on how to put it in your campaign and a brief overview of the Lonely Coast. Default setting, which is also a free download by Raging Swan.
Part 1 Sanctuary (8 pages)
This section assumes the PC's are heading to the Priory. There is several plot hooks and advice on how to get your group to want to go there. During the trip a vicious winter storm hits, making travel hard and becomes a encounter in and of it's self as the PC's try and make it to the Priory, it also has advice on how to handle it if the PC's try to turn around and head back. In addition there is 2 other encounters in this section.
Part 2 Signs (20 pages)
This section deals with what happens after the PC's get to the Priory. They are allowed to stay until the storm breaks and can talk to the varies people here. If the PC's socialize at all they should quickly realize something is wrong, which should lead them into a investigation to try and figure out what is going on. It goes into daily life there for the NPC's and things to do while their. Along with side bars about the storm and if the PC's want to try and head out into the storm and leave.
Instead of having location encounters, it has events broken up by day. Leaving the PC's to do what they want each day, with the events happening on certain days/nights. This section is RP heavy and very sand boxy. In addition there is 5 possible encounters of the more traditional sort. I don't want to spoil the adventure so I won't comment on how they come about. There is a lot of side bars with advice to help deal with just about anything the PC's may or may not due and with how things may or may not turn out. This section was very well done.
Part 3 Darkness (12 pages)
This section is after the PC's find out what is going on and learn who the villain is, they go to confront them. This is a mini dungeon. There is 5 encounters in this section, as well as several other goals the PC's can accomplish to earn story reward bonus XP. I thought the last bit was a very nice addition to the adventure.
Appendix One – Cymer (6 pages)
This gives a history of the Priory, map, and location descriptions for it.
Appendix Two – The Folk of Cymer (6 pages)
This details all the NPC's at the Priory, with full stat blocks, histories, personality, mannerism, advice on how to play them and plot hooks.
Appendix Three – New Rule Items. (4 pages)
This section introduces a new race, Half Goblins. Including rules for making them into a PC race. Lore history everything you would want or need for a new base race. One new magic item, two new gods and a bit about a cult.
It ends with a OGL, one page of ads and a back cover. (3 pages)
Closing thoughts. I like the adventure a lot. It has nice elements added from the winter storm, it has a very good mix of RP, mystery and butt kicking heroics to give a little something to everyone and let every character have a moment to shine. The mystery was pretty well done, the villain was interesting, the NPCs where interesting. The final fight, they don't have to kill the villain. They can RP and talk sense to him... or just kill him. The fact there is a option though is very nice. Plus the villain is not a black and white bad guy. The PC's might actually understand his motives, not his methods but his motives.
I didn't notice any obvious errors, the editing was good. The art work is good black and white art. The maps are decent black and white maps, solid nothing fancy but very usable maps. It would have been nice to have a player friendly version of the priory map. Add in all the free web extras on the company site. (the give their URL and inform you of them, so go get them). It is a very good adventure with a nice mix of things. I plan to use it in my up coming game. So whats my rating? I am giving it a 4.5 star review. Why not a 5 star with all I said? Mostly cause I look at it and think with just a bit more polish here and there and it could have been even better.
I think this the bet written PFRPG intro adventure avalible out there. I would pare this with the Swallowfled download also published by Raging Swan. Their website RagingSwan.com has a whole campaign setting download for free along with tons of downloadable content.
The PDF is printer friendly. The black and white art is good, but where these products shine is in the content.
Simply put this is product is well worth your money. If you are on the fence get off of it and put this one in the basket!
I bought the printed version from Amazon too because it wasn't avalible here at my favorite shop.
Firstly, a couple of presentation comments. I love the presentation. The black reminds me of the old Traveller books, very smart. Illustration wise, the artwork's OK and the maps could do with being a bit more professionally produced.
The adventure starts with a couple of encounters for part 1 that, to be frank, didn't do much for me. That's the worst bit over and from there you get to part 2 which is very good. Here the players have time to get used to the npc's before the DM then gets the fun of trying to kill them off to set timings. This leads to the players rushing around doing their best to intercept the protagonists before they become ex-npc's. Well timed and a good high paced section to the adventure that works really well. The last piece is a fairly standard dungeon chase to get to the final encounter and sort out the bad guy.
Overall, this is a low level adventure, which is why I bought it. They are notoriously hard to write well and this does a good job. It'd be a good start for a campaign and I would recommend it as such. Is it perfect, no, but it's a fun jaunt with part 2 being the stand out that will be really enjoyable for your players. Worth the money and a good first outing for Raging Swan. Go to their website at www.Ragingswan.com for extras and a taste of their style.
This adventure is a well-constructed tale of revenge, set in a situation that embroils everyone else whether they are interested or not. While the scene is richly-set and described in great detail, the outside world is not, making this scenario ideal for dropping into a suitable location in your own campaign world if you are not using the default Lonely Coast setting.
The adventure is divided into three parts. In the first, the characters - for whatever reason (some possible ones are suggested) - make their way through worsening weather to the isolated Priory of Cymer, fending off encounters and and the worst the weather can throw at them alike. Once there, it's clear that the weather and isolated location means not only must they stay until the storm abates but they are very much alone - just them and the people already within the Priory. The effects of bad weather are detailed clearly, and used to good effect both mechanically and to enhance encounters along the way.
The second part of the adventure is used to set the scene within the Priory and to ratchet up the tension as the raging storm outside is mirrored within. This is the part where those players most interested in role-playing and character interaction will get a chance to shine, while the other two sections give plenty of opportunity for sword-arms and spellbooks to be exercised. Several encounters are laid out for you to use during the characters' first three days at the Priory: the main action may be character interaction but you are not left to 'wing' everything, although plenty of detail about the attitudes and motivations of the NPCs is provided should you be comfortable with free-form interactions. There's plenty going on, with several odd if not disquieting things having happened before the party's arrival (hence rumours and possibilities of investigation if they so desire) as well as the events set for this period. This segment culminates in a good brawl as the Priory is attacked. Throughout, opponents' tactics are clearly laid out, making it easy to run each combat. Timings are important, and alternate situations are provided based on exactly when the characters reach each location: a nice touch that enhances reality - events continue whether or not the characters happen to be around. This leads neatly into the final part which leads the characters into the crypts under the Priory and below to the climatic battle.
Throughout, the attention to detail provides the GM with plenty to draw upon when running the adventure especially as much is perforce free-form in that characters can roam around the priory as they please. NPCs are well-described and are rounded - if, in one case, perverted - characters in their own right independent of their place within this adventure. There's scope for continuation as well, should the characters wish to remain associated with the priory once the adventure is ended. A good, well-written and competent low-level adventure to see a campaign off to a good start, or provide a coherent one-off if preferred.