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Who is producing "anchor" modules?


Compatible Products from Other Publishers


Pathfinder Modules Subscriber

I like to run long term open feel adventures with my major story arcs that I design. That said, I also like to include "anchor" modules to really gives the characters some story depth and history. I find that AP's are too involved in their own arc to suit my purposes, but the little 32 page modules produced by paizo are not enough meat to really make a satisfying focus story.

Is anyone producing pathfinder friendly modules akin to "Valley of the Mage" or "White Plume Mountian." I need a a few 90-100 page modules to really beef out the campaign.

Thanks for the help guys!

Cheliax

BigDTBone wrote:

I like to run long term open feel adventures with my major story arcs that I design. That said, I also like to include "anchor" modules to really gives the characters some story depth and history. I find that AP's are too involved in their own arc to suit my purposes, but the little 32 page modules produced by paizo are not enough meat to really make a satisfying focus story.

Is anyone producing pathfinder friendly modules akin to "Valley of the Mage" or "White Plume Mountian." I need a a few 90-100 page modules to really beef out the campaign.

Thanks for the help guys!

I'm not really sure what an "anchor" module is.

Raging Swan's Shadowed Keep on the Borderlands meets your page count requirements though. And from what I've seen their shorter modules are also excellent.

Osirion

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Some of the AP Volumes may alos meet your requirements if you don't consider them as Part of the AP. Good examples would be 'Burnt offerings', 'The Skinsaw Murders', 'Skeletons of Scarwall', 'Children of the Void', 'Shadow in the Sky', 'Souls for Smugglers's Shiv', 'Haunting of Harrowstone', 'Ashes at Dawn' and 'The Brinewall Legacy'.

Shadow Lodge

We have 'The Bleeding Hollow' coming out this fall, which is a 110+ page survival-horror sandbox style adventure for players of 4th-6th level. As part of the kickstarter rewards you can even get a bonus adventure prequel of sorts for players of 2nd-4th level.

The kickstarter for this is ending in three days, but will be available this fall on Paizo and DriveThruRPG.

I've heard a lot of people plan on running our games through 6th or 7th level and then jump into Rappan Athuk.


Interesting terminology bigd. I get exactly what you mean; a lot of the old school trilogies and boxed sets, be it Saltmarsh, Night Below, or Elemental Evil, were set up thi way. They were anchor points to the campaign, without taking up the entire campaign, and giving the GM flexibility within the design space. My face was the trilogy based on the Illithiad.

Currently, there are few, if any adventures designed this way. I think the best bet is to piecemeal the various paizo and third party adventure paths. The are some longer adventures out there too like the gaming paper one....citadel of pain, and also the breaking of frostor nargar; both excellent anchoring adventures.

Cheliax

I hope Frog God Games updates Vault of Larin Karr. Fondest memories of one great "framework" adventure.

Publisher, Frog God Games

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Our modules can be used alternatively as campagne anchors or ship anchors, some are that big.


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Pathfinder Adventure Path, Modules Subscriber
Bill Webb wrote:
Our modules can be used alternatively as campagne anchors or ship anchors, some are that big.

Wood floats. Paper is made of wood. Your modules are made of paper. So... your modules... are... a witch.

President, Jon Brazer Enterprises

Anguish wrote:


Wood floats. Paper is made of wood. Your modules are made of paper. So... your modules... are... a witch.

A witch! Burn Her!


Rite Publishing's Curse of the Golden Spear trilogy, is a mini-adventure arc of 3 adventures for levels 5 - 8 for the Kaidan: a Japanese Ghost Story setting. Like Jade Regent AP, it was designed as an introductory mini-arc for typical PF adventurers (from a primarily western European-like world) visiting the exotic far east.

Although the last adventure allows the PCs to finally reach their ship so they can leave the setting and go home, there are options included where PCs can decide to stay in Kaidan and how to move that forward. As a set of anchor adventures for early mid levels - The Curse of the Golden Spear fits your definition.


2 people marked this as a favorite.
Pathfinder Modules Subscriber

Thanks for all the responses. I think I will probably pick up the Curse of the Golden Spear, because that is really the levels I am needing to fill in for these guys (and I intend to run the ruby phoenix tournament module) so this should be a great fit.

Osirion

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
BigDTBone wrote:
Thanks for all the responses. I think I will probably pick up the Curse of the Golden Spear, because that is really the levels I am needing to fill in for these guys (and I intend to run the ruby phoenix tournament module) so this should be a great fit.

Great Choice! Please, let us know how those work out for you.


Pathfinder Modules Subscriber
Wicht wrote:
BigDTBone wrote:
Thanks for all the responses. I think I will probably pick up the Curse of the Golden Spear, because that is really the levels I am needing to fill in for these guys (and I intend to run the ruby phoenix tournament module) so this should be a great fit.
Great Choice! Please, let us know how those work out for you.

I certainly will do so, we just finished Masks of the Living God, and will move into The City of Golden Death. They should be close to the correct APL to just right into Golden Spear at that point.

Wicht, while I have your attention for a minute, I wonder if you might give any broad ideas on how to blend some of the story arc's from golden spear with Coliseum Morpheuon? One of the things I have done so far is to have the "pathfinders" interact with the PC's in a more encouraging way than they might otherwise. The idea that the pathfinders are actually recruiters for the Coliseum, pushing, training, driving, and challenging PC's to become ready for the contests. The PC's are running through a few side encounters to make the world seem more rich with the spirit of game and tournament. Actually, the reason they were sent to retrieve the Everflame was to fulfill a law in Kassen that only those who have borne the Everflame may represent Kassen in contest.

I am also trying to play up Desna as a more powerful deity than she may be in traditional Golorian settings. For example, the PC's recently almost all died (were unconscious) as they were being called home by Pharasma, Nethis, Cayden Cailean, and Sarenrae, Desna converted their death visions to dreams as the only surviving PC (Divine Channeler BTW) cleric of Desna channeled energy to bring them back to positive HP.

Anyway. this became longer than I anticipated. I really just wanted to know about any tips to use or open hooks in the either Curse or Coliseum that I should use to help with continuity.

Thanks! Really looking forward to running both adventures!


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Perhaps paizo's the kobold king series?

Osirion

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
BigDTBone wrote:
Anyway. this became longer than I anticipated. I really just wanted to know about any tips to use or open hooks in the either Curse or Coliseum that I should use to help with continuity.

That's a very interesting question and, believe it or not, one I haven't actually given a lot of thought to before last night.

Having slept on it and meditated upon it, I do have some thoughts. The islands' unique metaphysics means that they themselves do not touch on the plane of dreams in any meaningful way (unless of course you want it to, which would put a very different spin on things - and it is an angle to consider) but one may travel off the archipelago and enter into the broader material world and thence to the plane of dreams. Additionally, there is to be considered the spiritual effect dying in Kaidan has on the souls of those individuals that die there, tying them into the land so they are reborn again and again on the archipelago. With that in mind, there are three possible hooks that present themselves to me.

First, there is the obvious macguffin ploy. There is on the islands some artifact that an entity from the plane of dreams desires. But as Kaidan is isolated from the planes, that entity would either have to go in through Jigoku (i.e. Kaidan's Hell and the realm of demons) or have an agent travel in by boat. Which is where the PCs would come in. You could commission them via the planar agent for the macguffin (which might be found in the treasury in the 3rd module) and then have them find an opportunity to travel to Kaidan to escort the merchant with his gift.

Secondly, there is the benefactor ploy. One of the Coliseum's benefactors could be a powerful oni or undead connected with the islands of Kaidan. Their tie to the archipelago would make them effectively immortal, but might also mask their weakness. Perhaps there is some phylactery they have hidden on the island which, if captured might be used to hurt or weaken them.

Finally, tied in to the second, if there was a powerful undead lord who had escaped the archipelago and made their way to the plane of dreams where they discovered the Coliseum, they could use Kaidan as a recruiting ground for their own warriors, knowing that if their warriors died, they would be swiftly reborn on Kaidan. All that would be needed was a way to smuggle them back off the islands and then back to the plane of dreams. With this hook, one of the other benefactors might want to see about tying their own fighters to the island in order to save on resurrection and training costs, but would need to begin to establish a network on the island (and have some of his potential fighters get killed violently on Kaidan).

Anyway, those are my thoughts to this point. It could be taken further and perhaps after we have done the full campaign setting, I might have some other thoughts - like what if the Shogun himself was a benefactor of the games - how would that work? Thanks for the great question.


I would second that Breaking of Forstor Nagar is a good anchor adventure, but I would also say I'm biased.

however, questions regarding the adventure are always entertained!

-Ben.


Pathfinder Modules Subscriber

Thanks Wicht! As I siad I was already using the Pathfinder Society as a recruiting tool for the one of the Coliseum's benefactors. It would be perfect to have the pathfinders send the PC's off on a quest knowing they will be totally destroyed (like making sure your kids get the chicken pox) in order to hedge their financial and training interests. I don't think the benefactor nessicarily be from Kaidan but just know of it's power and then use it as a tool.

I'll let you know how it plays out in overe the next few months!

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