Djoc |
The last line of the description of the product answers you. You will get a free PDF, since you have a subscription, and you'll have access to it the same way as the normal one. That means, as soon as your hard copy (or Treasure Chest, if you ordered it that way) ships and you're charged, you'll find it in the download page in your account.
Djoc |
From what I understand, if you buy TC1 alone, you get PDF when it ships (available soon). If you order the Treasure Chest (and get TC1 as part of it), then you'll get the PDF once the Chest ships (delayed to Jan 08).
Something about the easiest way for them to program the access to a free PDF is to link it to the hard copy charge/shipping.
I might be mistaken though. Vic or someone else, can correct me :)
Haldir |
Either way, glad to know that the pdf will be included due to the subscriber tag.
It's funny before I start getting the pdfs for the various Paizo products I wasn't a big fan of pdf game books, now I really like them. They are nice to have as reference, without having to thumb through a book.
(goin through Pf4's pdf now actually, ha ha)
Vic Wertz Chief Technical Officer |
From what I understand, if you buy TC1 alone, you get PDF when it ships (available soon). If you order the Treasure Chest (and get TC1 as part of it), then you'll get the PDF once the Chest ships (delayed to Jan 08).
Djoc is correct again. Though, to be clear, this only applies to GameMastery Modules subscribers. Non-subscribers do not get a free PDF.
Vic Wertz Chief Technical Officer |
Djoc |
My understanding:
The hard copy was changed from "pre-order" to "pending" sometime last week (at least it did in my order where I pre-ordered it, and I suppose my order is now in line for shipping), at the same time as it's status changed in the store.
This item is not included in the subscription though. You have to order it separatly.
The PDF is available to Modules subscribers that purchase TC1, the same way as for other products, that means as soon as you get charged for the hard copy and the order ships.
See the description of the product, especialy the line at the end of that description that says "Note: [...]", for more information.
Dragnmoon |
I loved how you made suggestions on what item cards to use... You should do that in all you adventures!! Also suggestions on your other Gamemastery Accessories that could be used would work well to (Like maps)
Don DM |
This module has a problem typical with inexperienced module writers, too engrossed in their own story they steadily flow into the heavy hand of railroading. I was real disappointed after picking up this adventure and will probably avoid this writer in future mods.
The mystery is nice, but needs a good final confrontation with the assailant. Something more than an hp owel. Even for a 1st level party its pretty anti climatic and not even worth setting up the battlemap, and if its not worth setting upt he battlemap its not that important.
Then there's the hunt through the forest for the powerful magic items. (which needs to be clarified what the consequences are a little more clearly). The beginning starts off with the doctor telling the pcs to visit the druid and negotate the borrowing of the items, then for some reason that is never mentioned again as pcs are ushered from one place to the other to fight random animals and good guardians. It's implied that Knu is the one that got away but never really told, as a matter of fact without the druid none of the backstory the writer spent his time on makes sense.
A real disappointment considering how good some of the other modules are.
For any DM running this my recommendations are to do a few things
1. Make that wizard beefy enough to resist and give the pcs a fun challenge
2. add in the druid encounter before the hunting through the forest. perhaps its the spirit of the druid whom still haunts the woods and won't rest which makes the doctors statement make abit more statement. I ended up having the spirit flying aimlessly through the forest, a victim of a turn by the other party. The druid helps them by providing them a more detail map, turning it into a location based adventure. The one party is going in one order and the pcs can go in any. Relieving the feeling of being railroaded. The druid also gives the whole rundown of the story. The party gets his blessing wwith a diplomacy check granting them all woodland stride while in the forest. The guardians do not attack the PCs and are helpful in recovering the items. All of the guardians except the last, who was left uncontrolable after the big spell that killed everyone. That fey is only driven to protect the last piece, regardless of who wants it. He recommends visiting that place last, as they may need the powers of the others to help them.
3. Do what the writer didn't do and make a chart of how the items progress. Because they are weak items, I had the druid grant the pcs the items at their reward, asking our druid to take good care of them for him.
I hate being so critical but i hate having to do so much work with an adventure.
Without the good guardians to fight, new bad guys have to be created, so i added an evil fey faction that the goblin to challenge the party at all of the places visited by the bad party.
Mactaka |
I disagree.
We ran this as an introductory adventure, and it worked well from start to finish. The highlight was the brawl in the beginning and one big battle at the old inn at the end.
Not much change there. Also, since the PCs dallied, I had the Banners kill the nixie, rescue Pudge and take her stuff.
This module has a problem typical with inexperienced module writers
That's funny, since Greg "Prince of Demons, Skeletons of Scarwall" Vaughn who wrote this.
Don DM |
Don DM wrote:This module has a problem typical with inexperienced module writers,Ha! OK, that's funny.
Never said the module writer was inexperienced, but the module is written like many by inexperienced writers. Too much railroading, no broader advice for the DM.
If your group just wants to get together and go through an adventure it doesn't matter what you run. You can run the three bears and they'd like it. But if you got a group in a campaign that doesn't like to move along from one random point to the other this really was below par.
Iziak |
Never said the module writer was inexperienced, but the module is written like many by inexperienced writers. Too much railroading, no broader advice for the DM.
If your group just wants to get together and go through an adventure it doesn't matter what you run. You can run the three bears and they'd like it. But if you got a group in a campaign that doesn't like to move along from one random point to the other this really was below par.
It's a 16-page adventure, with 4 pages taken up for pregenerated characters, a new monster, stats for the enemy group, and the credits page. That's 13 pages of actual adventure... not very much to flesh out any type of adventure other than a Dungeon Crawl. For the length, I think that Greg did a great job.
Cpt_kirstov |
Too much railroading, no broader advice for the DM.
also remember, this was written to be used with the other items in the treasure chest, including the map - limiting the atmosphere of the final battle, tips had to be included on how/when to set the treasure chest stuff up (for those who don't use minis normally) further cutting into the page count.
Black Dow |
We ran this as an introductory adventure, and it worked well from start to finish. The highlight was the brawl in the beginning and one big battle at the old inn at the end.
Ran it with my group as [a then] PF Alpha 3 playtest - and also found it easy and fun to run. My group also loved the bar-room brawl and the last stand at the inn... played up the atmosphere throughout [tis the Haunted Forest after all] and my players really ran with it.
Greg really packed in all the elements you'd want from a much larger adventure [plot, new monsters, setting, decent encounters, new magic items] into far less pages... so kudos to him
darknerd |
Either way, glad to know that the pdf will be included due to the subscriber tag.
It's funny before I start getting the pdfs for the various Paizo products I wasn't a big fan of pdf game books, now I really like them. They are nice to have as reference, without having to thumb through a book.
(goin through Pf4's pdf now actually, ha ha)
Oh, man, I am PDF all the way. When it comes to moving day, ugh, the books I have to move, between computers and gaming. I like to keep great reads, and reference books, but I dislike to have every single scrap that I might have used once here or there. Plus, I tailor the content to an extreme degree IMC to fit in a Transylvania-Moldavian campaign setting. So all the names are different, and some classes/races are restricted for my campaign world based on Karameikos, Mystara (Known World)
Mark Moreland Director of Brand Strategy |
Couple questions...first, where does this adventure take place in the world of Golarion? Second, how difficult (mechanically as well as thematically) would it be to place this adventure in Darkmoon Wood? Lastly, what is the new monster statted out in this adventure?
This is set in Arthfell Forest in Andoran. You'd have very little trouble moving this a bit farther north to Darkmoon Vale, though you might need to change some of the story elements involving the history of the wood, as Forest King Narven was really Arthfell based rather than Darkmoon based. The new monster is the wooden protector.
Chuck Mount |
I had to modify it for 6th level characters. I don't think it's railroady at all. The party has a plethora of options, up to and including leaving town and never coming back.
I will agree with one problem Don DM had, the wizard needs to be beefed up a little since he's the only fight. I made him a wizard/ summoner with his eidelon hiding in the shadows, attacking from hiding in the beginning of the encounter.
Tomorrow is the end-fight and it should be pretty chaotic. I'm planning on doing as they suggest and the other group comes in right behind the PC's, demanding the other items, then the guardian wakes up and attacks. The cleric just happens to have enough onyx to animate all the skeletons in the room. That should make the cleric PC feel incredibly useful and I can't wait for Knu to burn down the inn. lol
The PCs assumed the other group got the water, so they'll have to go back to collect that.
The main issue I had (and it's not a big deal) was the absence of the druid and I don't like just handing magic items out as payment, especially ones that are also old relics. There's no way the guy "hiring" them to retrieve the items would agree to just hand them over once he's done with them, so I'll have him keep them until he can find a suitable place for them. Either a locked vault or a museum.
Overall, it's a nice little adventure that I would recommend, but as most adventures, read it through to make sure you're ready for the conclusion.
James. Long |
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I have a link to this for a discounted rate in my cart, but it won't work. Help?
Edit: Actually, NONE of the discounted prices are showing once the items are placed in my cart. Terribly disappointing. I was trying to buy some stuff to help support you guys and the OpenRPG movement.. but I'm not rich, either.
Dancing Wind |
I have a link to this for a discounted rate in my cart, but it won't work. Help?
Edit: Actually, NONE of the discounted prices are showing once the items are placed in my cart. Terribly disappointing. I was trying to buy some stuff to help support you guys and the OpenRPG movement.. but I'm not rich, either.
send an email to customer.service@paizo.com and they'll straighten out your problem.