Pathfinder Module: Realm of the Fellnight Queen (PFRPG)

3.90/5 (based on 12 ratings)
Pathfinder Module: Realm of the Fellnight Queen (PFRPG)

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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This module is the result of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.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. This Pathfinder Module includes 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!

Realm of the Fellnight Queen is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (221 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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3.90/5 (based on 12 ratings)

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2/5


Interesting characters

4/5

Just ran this (in much shortened form) as a one-shot for my regular group. The various NPCs that the PCs interact with were a blast to read about and play. Both the villains and the people who needed help felt unique. Most of the roleplaying encounters are concentrated in the first half of the adventure, though. Since we were playing as a one-shot, I had to cut or modify most of the fights, but the outdoor terrain was a nice change of pace and the fight that started the adventure had some great tactical elements.

I had to make Lumi more head-strong on the fly - my players were insistent that she had to be more than a damsel in distress. This was mostly my fault, though, since I focused on her as the hook for the start of the adventure. Most importantly, the players had fun and are looking forward to a sequel. A solid adventure.


A dark fairy tale with good mix of roleplay and combat

5/5

I recently finished running this module as a Play by Post campaign. Both me and my players found it highly entertaining.

The adventure has a good mix of roleplay and combat, with interesting NPCs and challenging fights. Neil Spicer does a terrific job of building up tension, while still including opportunities for comic relief.

The module does benefit from some adaptation, and as such I would not recommend it for an inexperienced GM. For anyone running the module, I strongly suggest listening to the Pathfinder Chronicles podcast and visiting the podcast forum for extra materials, as well as using the extra material provided in the paizo blog. Implementing the suggested changes from the blog and podcast goes a long way towards meeting the main critiques of the module, namely the lack of variation in enemies and the potential lethality of the final fight.


Coud be way better

3/5

I prepared this module lended by my FLGS, and I was disappointed. AS pointed out elsewhere it suffered badly from editing and cutting, with lots of iterative monsters.

Spoiler:

Played for PFS, it's of course way too long, but removing the pointless spriggan armies mostly solves this issue.

My main gripe is good-old railroading, lack of failable plot points, and fuzzy encounter setup.

* The setup wedding is pointless. Whatever you do, it has no bearing on the following. You can't even get worthy information, or even gear, for what follows. Might as well skip to the ceremony. It's striking that the fate of the wedding couple is totally unimportant. If they die, nobody cares.
* The romp in the forest is bugged. How are you supposed to actually meet Vinroot? And why would you need to? And what if you fail to make the encounters?
* How are the spriggan patrol in the Realm to act? What group is NOT going to go directly through to the tower?
* The drunken treant encounter is very obscure as to how it's supposed to work (if you use Diplomacy, you're going to get whacked repeatedly by animated tree attacks while doing so. Is it really the idea?)
* What if you do NOT manage to convince the conclave of fey? Adventure ends there?
* What if you fail to make the final arcana check. Adventure fails?
* And of course, prepare for a party wipe in the final fight.

All in all, GREAT maps, but they're very poorly used. For the above reasons, the wedding map is useless, the forest map is useless (if the players actually navigate it, they're going to spend hours doing nothing), the Realm map is useless (they're going to go straight for the kill) and the Fortress map, though alright, is just way way too big for PFS.

Also, for PFS: several magic items found are useless within the module.


So. It's got fine elements, but need tons of work, re-inserting the original monsters (from the podcast), fixing the encounter schema, designing an alternate final dungeon, giving meaning to the wedding part... But it still has good moments.


Not bad, could be better

3/5

The three star rating I'm presenting here is a combination score - four stars for story, and two stars for the adventure's content.

I ran this last night for a group of experienced Pathfinders playing under the Pathfinder Society organized play rules. By the middle of the module our Paladin was ready to start killing "good" fey, and by the end several players commented that they considered the module "one big advertisement for owning a fey bane weapon" (and not in a good way).

From a story perspective the concept was well thought out and interesting. The players really did begin to hate fey at the end though.

From a mechanical content we noticed a couple of issues. First the whole module feels disjointed. The three acts do not flow that well, and the group was pretty fatigued by the time they hit the dungeon crawl at the end. Encounters included only four worthwhile encounters that provided a moderate challenge to the group followed by page after page of creatures that couldn't even hit the AC of a level 8 character and creatures without enough hit points to survive a single hit at this level; just speed bump after speed bump. The "main" bad guy type was an example of this - players were hit for a total of roughly 20 points over the adventure. Conversely, when the fights were tough, they were TOUGH. I think a lot was hit by the page count on this one.

Spoiler:
I'm getting really tired of seeing this. The four combats that actually were worth playing out were: The drunk treant that nearly murdered the entire party, the fight and escape from Dead Man's Drop, the fight at the fayenguard (which happened because the two fights ran into each other), and the fight with the fellnight queen herself. The fight with the fellnight queen should have ended in a TPK - her powers and the terrain mechanics are absolutely brutal.

Just as an FYI - for Pathfinder Society this is a longer one. It's linear nature means you're looking at about 14 - 16 hours of play. This is after removing a couple of the speedbumps...I mean encounters AND saying "you have the strange sensation the other direction would be faster" while they were exploring the queen's keep.


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Liberty's Edge

Sean K Reynolds wrote:
If your PCs hit level 8 and they don't have at least 1 anti-invisibility scroll or potion (especially when you're dealing with fey), they've left themselves an Achilles' heel for the enemy to exploit.

Oh ... SNAP !!!

RPG Superstar 2011 Top 8

Quick question to anyone who has run this module for their group- about how long did it take to run through this? I'm assuming a normal group of 4-5 PCs and running the module as is. I just bought this today to run as a one shot when a friend of mine comes home for his yearly visit. It looks like a lot of fun and I want to make sure to block enough time to properly enjoy it. Thanks to anybody who sees this post and answers.


John Benbo wrote:
Quick question to anyone who has run this module for their group- about how long did it take to run through this? I'm assuming a normal group of 4-5 PCs and running the module as is. I just bought this today to run as a one shot when a friend of mine comes home for his yearly visit. It looks like a lot of fun and I want to make sure to block enough time to properly enjoy it. Thanks to anybody who sees this post and answers.

Hi there. I would say that the adventure takes 3 or 4 sessions of 3 hours for the average group, maybe more depending on style. I'm 1.5 sessions in and nearing the halfway mark.

RPG Superstar 2009 Top 32

I know this has been asked before, but I am going to ask again anyway.

How easy would this adventure be to "transplant" to Nirmathas?

The reason is that I am planning to run the "Price of Immortality" trilogy.

Thus, would this adventure be a good fit to allow those heroes to continue?


Lord Fyre wrote:

I know this has been asked before, but I am going to ask again anyway.

How easy would this adventure be to "transplant" to Nirmathas?

The reason is that I am planning to run the "Price of Immortality" trilogy.

Thus, would this adventure be a good fit to allow those heroes to continue?

I'm not familiar with that particular trilogy, but any place with sylvan woods and streams that allows for fey to run amok should be fine for this adventure. I have transplanted certain elements of this module in the River Kingdoms for my "against the fey" portion of my campaign.

Spoiler:
I'm not running the module straight, but I am using Queen Rhoswen as the main bbeg and incorporating her story with my own homebrewed version of Uringen (side story: Uringen is a fey link to the First World and only appears for 24 hours every year. Queen Rhoswen is allowed out of her Fellnight Realm once every 101 years. The current year is one where she will be released. To add to the chaos, Queen Rhoswen knows the secret to releasing the Jabberwock and the protective wardstones keeping the Jabberwock locked in the First World are missing! gasp!)

The players just met Vinroot and let me tell you that fight could have gone badly. I also used the optional encounter with Arvormeigh and the large water elemental and that could have gone badly too. Tenzekil is a recurring thorn in the PC's side at present, but they will have their payback in the future.

Good luck!

RPG Superstar 2011 Top 8

Neil, just wanted to let you know I got a chance to run Fellnight this past weekend and we had a lot a fun with it. An old friend of mine was back home for his yearly visit and it was a great module to run with a group of friends who I don't see very often. I'd definitely like to run this one again!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Awesome. It was my hope when I wrote that adventure that it would serve as a great overall story and backdrop for all players, both young and old...and apparently, rediscovered. I'm glad you guys had a good time with it.

Grand Lodge

1 person marked this as a favorite.

I created a wedding invitation party handout to set the mood for the intro of the module.

You can find it here.

Hey Neil, if you'd ever like to see what Fellnight looks like in full VTT glory (battlemaps, anti-aliased fog, fully stat'ed out tokens, etc), let me know and I'll throw up a Maptools server for ya. ( sozinsky at gmail dot com if interested. )


sozin wrote:

I created a wedding invitation party handout to set the mood for the intro of the module.

You can find it here.

Hey Neil, if you'd ever like to see what Fellnight looks like in full VTT glory (battlemaps, anti-aliased fog, fully stat'ed out tokens, etc), let me know and I'll throw up a Maptools server for ya. ( sozinsky at gmail dot com if interested. )

Thank you, Sozin!

Liberty's Edge

1 person marked this as a favorite.

I created an introduction and faction missions for this module so that it can be easily run as a Pathfinder Society adventure. Enjoy!

Spoiler:

--INTRODUCTION--

Two weeks ago, Venture-Captain Alissa Moldreserva called you to the Pathfinder Lodge in Almas, the capital of Andoran, the democratic country located on the northern shore of the Inner Sea.
“One of our recently retired Pathfinders, Elyin Ursage, is getting married and has sent an open invitation to the Society. We ask that you represent us there in Bellis and deliver a wedding present on the Society’s behalf. The mission is really that simple. Just go to his party, be cordial to his bride, enjoy yourselves, and see to it that the image of the Pathfinders is untarnished. After all, not every mission involves danger and daring.”

--FACTION MISSIONS--

ANDORAN

Freedom’s Champion,
Welcome home and may your reveries at Elyin Ursage’s wedding party be worthy of your service to our beloved country. While in Bellis, I have a small task for you. Seek out the Eagle Knight, Dorin Mellonamin. He is close friends with Elyin and his former band of rangers known as The Nighthawks. I have an urgent mission for Dorin that he should set off for as soon as the wedding ends. Deliver to him the enclosed scroll case with my seal on it.
Please be discreet,
Major Colson Maldris

CHELIAX

Tender Lumpling,
How cruel fate is to send you to treacherous Andoran! As much as I hate to admit it, there are a few Andorens who have their uses. One such hypocrite is the gnome, Lumi Reasonknot, whose recipe for honeyed pumpkin bread is to die for. It’s rumored to be seasoned with a rare aphrodisiac that I simply must have. Acquire a loaf for me and I promise to share it with you when next we meet. Enclosed is a pouch with 30 gold for expenses.
Whatever it takes,
Paracountess Zarta Dralneen

GRAND LODGE

Greetings Pathfinder,
Your travels to Bellis afford you the rare opportunity to bring one of our own back into the fold. The groom of this wedding, Elyin Ursage, used to be one of the Society’s finest bounty hunters. He and his company of Nighthawks tracked and captured many of the Shadow Lodge rebels before finally retiring to that little bee farm of his. Peacefully see to it that he rethinks his decision and returns to work for us after his honeymoon.
Do not fail me,
Venture-Captain Ambrus Valsin

LANTERN LODGE

Honored One,
Perhaps you have heard of the Ruby Phoenix Tournament in my home city of Goka? The Pathfinder Society has a vested interest in winning this next competition and is searching for magical and mundane means of building the best warrior possible. Tales tell me that your wedding party will carry you near the Verduran Forest. Treants are common in that ancient wood. See if you can obtain a drought of their magical brew known as nodrim. Rumors say that it permanently makes the drinker larger and tougher. Such a concoction could give the Society’s champions the edge they need to win the tournament.
May the blessings of the east find you,
Venture-Captain Amara Li

OSIRION

Blessings of the Ruby Prince fall upon you,
The darkness of the woods of Bellis grows deep and it is of this darkness that the Ruby Prince has need of. Rumors have reached my ears of a shadowy mist that appears in ancient woods where the borders between the planes are weakest. I have enclosed a magical atomizer to collect a sample of this shadow-mist. Fill it and return it to me so that the court conjurers may examine it more closely. Do not let your companions witness you collect it.

Until the ultimate triumph,
Amenopheus, the Sapphire Sage

QADIRA

May the Satrap’s shadow fall upon you,
Elyin Ursgae’s young bride-to-be, Kailah, is the same age as my daughter, Alinzia. I would like to acquaint the two of them so that our country’s interests can take root in a the town which lays only a river’s span away from hated Taldor. The enclosed gift of ancient Osiriani craftsmanship is for Kailah from my daughter. See to it that this is delivered personally along with my wishes for a fruitful marriage between our two lands.
You have my thanks and endless gratitude,
Trade Prince Aaqir al’Hakam

SCZARNI

My Kin,
The roads to Bellis are watched by the meddlesome Eagle Knights of Andoran. It is getting harder and harder to smuggle goods throughout that blasted country. If your journey takes you into the neighboring forest, make a detailed map of your travels and bring it back to me when you return to Absalom. My clientele will be pleased if we can get them and their merchandise safely out of Andoran without having to risk the main thoroughfares.
Trust your blood,
Guaril Karela

SHADOW LODGE

Fellow Pathfinder,
Your wedding host in Bellis is a ranger named Elyin Ursage. As you have been told, he used to be a Pathfinder. What you don’t know is that he worked for the Society as a bounty hunter who scoured the Andoren countryside for rebellious members of our faction who refused to rejoin the whole. I don’t hold that against him and neither should you. He’s a good man and a damn fine apiarist. If asked, he will probably tell you that he retired from the Society so that he could settle down and marry his love, Kailah Winmede. I suspect he had another reason, but is too ashamed to share it in public company. Gain his confidence and see to it that he tells you the real reason he left the Society.
In solidarity,
Grandmaster Torch

SILVER CRUSADE

Fellow Champion of Light,
In all things there are two halves: a light half and a dark half. The fey of the Verduran Forest near Bellis have twin courts. The light half are called Seelie, whereas the dark half are called Unseelie. We would like you to make contact with the Seelie court that resides in the forest and offer our allegiance to their cause. They would make powerful allies to help us fight the burgeoning darkness in the world.
Your fellow servant,
Ollysta Zadrian

TALDOR

Redeemer of the Empire,
Your journey to Bellis puts you in fortuitous circumstances. Enclosed is a formal invitation to be delivered to Viviana Albercroft, a Taldan priestess of the goddess Shelyn. The document invites her to the groundbreaking of a new temple to Shelyn in the neighboring town of Wispil—on Taldan soil. I would love to meet with her there as I’m sure we have much to discuss. Surely political differences can be set aside for a few hours in the name of promoting religion. See to it that she reads the invitation and inform me of her response.
Eternal regards,
Lady Gloriana Morilla

--FACTION MISSION NOTES—

ANDORAN: Dorin can be found in Part 1, area A3 (pp. 4-5).

CHELIAX: Lumi Reasonknot is auctioning a loaf of her bread in Part 1, area A2 (p. 4).

GRAND LODGE: Elyin Ursage is greeting guests in Part 1, area A3 (pp. 4-5) and may be spoken with there. A DC 30 Diplomacy check is required to convince him to rejoin the Pathfinder Society; although, he is unlikely to agree to this in public and the faction member(s) would be best suited to speak with him in private. If the player insists on coercing Elyin beside his wife and fellow Nighthawks, the entire wedding party becomes Unfriendly towards the offending PCs. As Elyin is surrounded by his fellow rangers at the Gazebo, Intimidation is not recommended.

LANTERN LODGE: a gourd-full of nodrim may be acquired from Vinroot the Treant in Part 2, area C (pp. 11-12), with either a DC 20 Diplomacy check, or a DC 20 Sleight of Hand check. If Vinroot spots the PC trying to steal his nodrim, he immediately becomes Hostile towards the offending PC.

OSIRION: the shadow-mist may be collected at the borders of Bellis at the end of Part 1 (p. 8), or seeping from the submerged wardstones in Part 2, area E3 (pp. 15-16). A Stealth check is required for the faction PC to avoid being seen by his/her fellow Pathfinders while s/he collects the mist with the atomizer.

QADIRA: the Trade Prince’s gift should be delivered to Kailah Winmede while she is receiving guests at the gazebo in Part 1, area A3 (pp. 4-5). Kailah will likely thank the faction PC and ask him/her to please bring the gift to the Chapel of Shelyn where all of the gifts are being kept for the wedding reception. A Diplomacy DC 20 can be made for Kailah to take a special interest in the Qadiran gift—enough for her to personally write a thank you letter to Alinzia al’Hakam following her honeymoon.

SCZARNI: the map of the surrounding wilderness can be started anytime the faction PC enters the Verduran Forest in Part 2 (p. 9). To fulfil the faction mission requirement, the PC should have mapped all areas encountered in Part 2.

SHADOW LODGE: Elyin Ursage is greeting guests in Part 1, area A3 (pp. 4-5) and may be spoken with there. However, if the topic of why he left the Pathfinder Society is brought up while at the Gazebo among the wedding party and his other guests, he will grow uncomfortable and hastily explain that he retired so that he could spend his remaining years with his lovely bride-to-be. If the faction PC pushes the matter while in public, Elyin and the rest of the wedding party will become Unfriendly to the offending character and refuse to speak about it further. If Elyin is addressed in private, a DC 25 Diplomacy check results in Elyin elaborating that he and his Nighthawks were bounty hunters working for the Pathfinder Society to capture rebellious Shadow Lodge operatives. A DC 30 Diplomacy check results in Elyin divulging that one of his best friends turned out to be one such operative and he was forced to kill him during the confrontation. After this admission, Elyin grows quiet and excuses himself to attend to other matters. Only a DC 25 is needed to fulfill the faction mission.

SILVER CRUSADE: the PC may address the local Seelie court at the end of Part 2 (p. 17). As detailed under “Addressing the Conclave,” the PC should help convince the various fey factions to unite against the threat of Queen Rhoswen’s army. To fulfill their faction mission, Silver Crusade PCs must obtain at least one successful DC 30 Diplomacy check during the negotiations. They are allowed to aid one another to accomplish this.

TALDOR: Prior to the wedding ceremony, Viviana Albercroft may be found in the Chapel of Shelyn (Part 1, area A6, p. 6). A DC 20 Diplomacy check is required to convince the cleric of Shelyn to attend the Wispil temple’s groundbreaking ceremony. She is understandably hesitant about making a presence on Taldan soil as she is still trying to convince the Bellis locals that she is trustworthy even though she is native to Taldor. Fulfillment of this faction mission only requires that the invitation be delivered.

Paizo Employee Director of Brand Strategy

Just a reminder to anyone running this for Pathfinder Society credit, fan generated content is not considered official for determining whether a player receives full prestige or experience. That said, if it makes the event more fun for your players, have at it (as long as they know you invented those parts).


Mark Moreland wrote:
Just a reminder to anyone running this for Pathfinder Society credit, fan generated content is not considered official for determining whether a player receives full prestige or experience. That said, if it makes the event more fun for your players, have at it (as long as they know you invented those parts).

To Mark: Duly noted and thanks for the clarification.

To Casiel: Thank you for putting this together. I plan on using it for the next event to, as Mark put it, "make the event more fun for my players."

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

One note for you guys. I think those faction missions are very cool. However, the reference to the Seelie/Unseelie court should be dropped. Golarion's version of the fey doesn't use that mythology. Paizo has purposefully chosen to distance themselves from that. In essence, there are numerous "fey courts" in the First World and all across Golarion. Not a single Seelie/Unseelie manifestation.

Liberty's Edge

Thanks Zethorn and Neil!

Sorry about the Seelie/Unseelie liberties taken. I wasn't aware that Paizo didn't use that mythology.

Grand Lodge

Awesome faction missions and notes Casiel. I definitely enjoyed reading them and the attention to detail you oberved when writing them.

Shadow Lodge

"After all, not every mission involves danger and daring"

I love it, it's a classic PFS scenario intro, the more boring and routine it sounds the more deadly it is. Bravo ;)

Liberty's Edge

Thanks Mike and Ogre! I had a lot of fun writing these.


For the last few weeks I've been struggling to come up with a concept to run a PbP here on the boards that may or may not evolve into something much bigger. Eventually the idea to run a module came to me and I read each one's blurb, trying to find the best one that fit not only something I wanted to run but that could also lead into a larger campaign, if I so desire.

Realm of the Fellnight Queen seems to be the perfect combination of everything I was looking for. Without going into details, as I don't know who might read this and then play in my game, I will say that I am definitely going to buying this.

Also,
Neil it's really cool how you've kept a solid presence on this thread, all of which I read through in order to get the best feel for this as possible. So thank you for that.

Monkey

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

You're welcome. I hope you have fun with it.

Also, I believe there are 5 PbP games for RotFQ here on the boards already. You might want to compare notes on how they've chosen to run things so far. Each one is slightly different in their approach.

Here's Will Cooper's game.
Here's Nani Pratt's game.
Here's Jacob Michaels' game.
Here's Jacob Trier's game.
And here's DM JZ's game, which ended early.

Shadow Lodge RPG Superstar Season 9 Top 8

First of all, we had a super time playing through this in our Ironman midnight session (ran for 10 hrs straight). The party was (for PFS credit): 6 wizard, 7 paladin, 6 paladin, 6 druid, 8 cleric.

All of the fights leading up to Rhoswen were challenging, innovative and awesome. I don't want to have to spoiler anything except my opinion of the final fight, so I won't go into any more detail on those points. The biggest challenge, as it should be in any game, was the final fight.

My thoughts on Rhoswen:

The only request I have is what is the health for her trees? By using her Tree Stride she just beamed between pillars, but I never knew their health. I was temped to use the stats for trees provided on the SRD (AC 3? Hardness 5, 600 HP), but these were hollow -- so that she could cast freely while chilling inside them. So what health do they actually have when hollow? I reasoned on the fly that they had about 30 -- around that of a door -- since I didn't know how thick they were. If they had 600 each... IDK, that would be an impossible one to overcome in many regards. Makes her effective HP around 4800 (600*8) That aside, the fight was more or less a TPK from round one.

Here are the rounds blow by blow. She had temp HP from a Vamp Touch pre-combat. The cleric is invisible the whole time from a ring of invisibility, druid is in bear form, no other noteworthy buffs. AE began in the rafters as per the strat as written.


    1. Baleful Poly on the 7 paladin, fails both saves. No one has break enchantment / remove curse. Air Elemental fly by attacks the druid. Party doesn't know where she is, detects evil, magic, and glitterdusts by the throne.
    2. She reaches out of the pillar and Bestow Curses the 6 paladin (the second person in full plate and thus, I reasoned, with a low will save, since she didn't know he was a pally). He fails, and coupled with 2 negative levels from a death earlier, now has a -6 on everything. Air Elemental repeats. Party heals, cleric tosses a spiritual weapon on the AE, others throw alchemists fire at the tree she was in.
    3. She moves to another pillar. AE repeats. Party heals, druid up, players destroys the pillar, she's not inside.
    4. She Shadow Evocs for a fireball, on all of them. Objects auto succeed the will to disbelieve, so the trees take minimal damage (6ish), only the cleric disbelieves, all fail reflex, take 35ish. AE repeats, druid down.
    5. She Entangles them, AE smacks the wizard. AE's movement has been provoking each time, but DR 5/- and Mobility make it a real non issue.
    6. She Shadow Evocs an Ice Storm. Everyone takes full. Level 6 pally can't succeed Shadow Evoc disbelieve checks anymore, goes down. AE dissipates, wizard goes invisible. Wizard and Cleric are the only ones outside of the Ice storm, druid is up, but wounded. People move to try and get safe.
    7. She Shadow Evocs a Fireball on everyone (invis people happened to be in range of the burst). Everyone down or dead except the invis Cleric. Cleric can't heal the wiz, he's still invis. Cleric heals self.
    8. She emerges from her pillar and finishes off the weasel level 7 pally that was at 2 hp with another Vamp Touch (replacing her old temp HP with more). Cleric redirects the spiritual weapon to her, summons spiritual ally but fails to beat her DR.
    9. She realizes the cleric is nearby, faerie fires him visible. He flees, weapon attacks. She drops out of temp HP and hits 69/74 HP. She dispels the weapon attacking her. He summons another, fails to beat SR.
    10. She returns to a pillar. Players and I agree the fight is a TPK, rather than go through the motions.

So I guess my only request would be to have some stats for the trees. Players will want to bust them open if the GMs are using the written strat, which I did, except instead of Deep Slumber I just hit the bunched up group with Shadow Evocation AOE spells. I don't feel like I did anything too cruel (only did Baleful Poly once), just ran it as written but my players definitely felt like it was unwinnable -- which in a way it was for their comp. I'm also curious as to how other parties have survived her fight -- if she was following the strategy of sticking to her pillars and blasting the PCs with spells.

Anyway, awesome module through and through -- excellent BBEG, but incredibly challenging.


I just downloaded this module to run as a last-minute one-shot (although...I'm not sure if we'll actually get through it in one sitting) while half of our players are out. It's also going to be used to playtest a couple of Pathfinder-compatible classes that my players want to try (specifically, Pyromancer from Fat Goblin Games, and Occultist from Secrets of Pact Magic.)

Anyway, I only skimmed the responses here and didn't see this brought up, so apologies if it has been. It's regarding Devarre Snowgaard the druid.

Spoiler:
He can cast up to 6th level spells, but when the party meets him, he can only cast 2nd level and lower spells due to Wisdom damage. Further down his stat block, his statistics say he normally has a 12 Wisdom that is currently a 5 due to Wisdom damage.

I am assuming this is some kind of typo. A caster whose casting stat is lower than 10 can't cast any spells, and any caster worth his salt is going to have higher than a 12 in their primary casting stat.

I am going to run him so that his current Wisdom is actually 12 and his unaltered Wisdom is 19; the DC for his Call Lightning Storm spell is a 19, indicating that his casting modifier is a +4 (DC 19 = 10 + spell level (5) + casting stat (4) ) so his unaltered Wisdom must be 18 or 19. His stat block indicates he has been drained of 7 Wisdom (12-5 = 7) so going under the assumption that his current Wisdom is actually 12, his unaltered Wisdom would be 19.

Other than that, this looks like a really fun module. I really love Act 1 and all the events that can happen at the wedding. Looking forwarding to running this tomorrow.


My players are currently running through this module and in the next session I expect they will be attempting the diplomacy skill challenge on page 17. I assume that the rest of the module describes what happens should the PCs succeed at this challenge. What happens though if they should fail? I couldn't see anywhere information which describes the effect that would have?

Contributor

If the PCs can't convince the Conclave to work together, that means there are fewer members of the Conclave who are willing to take on the spriggan army, which means more work for the PCs who are attempting to sneak in. If the PCs fail to unite the conclave, feel free to make them face more spriggan patrols (encounter F), and/or buff up the encounters at G1 and G2 to reflect the extra minions Rhoswen has available because fewer were lost in the battles against the Conclave.


is there a City map for Bellis?


Maggiethecat wrote:

I just downloaded this module to run as a last-minute one-shot (although...I'm not sure if we'll actually get through it in one sitting) while half of our players are out. It's also going to be used to playtest a couple of Pathfinder-compatible classes that my players want to try (specifically, Pyromancer from Fat Goblin Games, and Occultist from Secrets of Pact Magic.)

Anyway, I only skimmed the responses here and didn't see this brought up, so apologies if it has been. It's regarding Devarre Snowgaard the druid.

** spoiler omitted **

Other than that, this looks like a really fun module. I really love Act 1 and all the events that can happen at the wedding. Looking forwarding to running this tomorrow.

The module actually states that Devarre's Wisdom is 19 when not possessed (see Base Statistics, right under Morale).

I think the "5" wisdom is an error: Devarre has taken 7 points of wisdom damage, bringing him down to 12, but some editor may have then, noting the wisdom damage, re-applied it to the 12, netting 5. My theory, anyway!

But yes, he's actually properly constructed :)

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

HammerBrother wrote:
is there a City map for Bellis?

Nope. We had no more room to include an actual map of the town. It's a bit larger than Sandpoint, if I recall...about three times larger, in fact. So, we would've need a bit larger map to portray it.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

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David Haller wrote:
I think the "5" wisdom is an error: Devarre has taken 7 points of wisdom damage, bringing him down to 12, but some editor may have then, noting the wisdom damage, re-applied it to the 12, netting 5. My theory, anyway!

Correct.

Spoiler:

My original turnover had him with "Wis 19 (currently 12)"...but things may have gotten crossed up during development. Considering all the other challenges Sean faces with turnovers from first-time freelancers, this was likely just a simple oversight. The choice of leaving Devarre with Wis 12 was so he could still cast his 2nd and 1st level spells. Of course, some may question his ability to do that at all given that he could be viewed as an ex-druid for what he did to his animal companion. Personally, I wanted to set that situation up as Devarre just dug the pit that ultimately "trapped" his animal companion. He doesn't actually know whether or not the pit trap succeeded. So, for the time being, I wanted to make sure Devarre was still a druid until he uncovered his own crime against nature.

Essentially, in my view, there's no god monitoring what a druid does, who then pulls away his abilities when he goes astray. To me, it's more of an internal thing with druids. And that's why Devarre needs to stay behind when the PCs move on to Deadman's Drop in search of the cause of the mist. He needs to bury his animal companion, then prepare and cast atonement to set things right again before he meets up with them at the Conclave. Oddly enough, in my original turnover, Devarre's animal companion hadn't yet died. The wolf was just trapped in the bottom of the pit and too weak from hunger and thirst to escape. Sean had to kill off the beast, because there was no room for an additional stat-block. And, if the wolf was dead, it saved room...while still maintaining the overall story and purpose of that encounter. These are the trials and tribulations a developer/editor has to go through to ensure a product meets that 32-page threshold. Given Sean's challenges and options, I think he made the best choices for this module.

At any rate, I think most GMs should still be able to grasp the underlying premise of Devarre's encounter and what his condition entails. He's really not himself. And, because of that, an NPC who would normally pose a much higher threat (in terms of CR) is actually reduced somewhat because of his debilitating condition. That's what I was striving for, basically...the threat that isn't truly a threat because they're literally someone else's unwilling puppet, but powerless to resist them unless the PCs take action to rescue them. And, because of the suffering they've endured at the hands of their puppet-master, they're not as big a threat to the PCs, which ultimately makes it possible for them to be saved.


My two cents,
--Neil


Hello, hoping someone can help. realize this is an old module, but I ran this for a group of friends and was looking to give them chronicles for this module. the rules file on the product page is corrupted. does anyone have the non-corrupted rules for this module, identifying how much experience would be applied for each character?

Thanks so much for your help.

mark Kelly - hwkies


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Regarding consequences and such: I ran a slightly modified version of this for my mythic Kingmaker game.

Fellnight Spoilers:

I replaced the Conclave with a meeting of the players' war council (along with a couple fairies). I ran two mass combats between spriggan armies and my players' armies. The first was a combat when the spriggans attacked my players' town, and the second was when my players punched through into the Fellnight Realm. Here's what I had ready to go:

Town Assault. If my players' army had failed to defeat the spriggans, they would have lost the town to Queen Rhoswen's forces, and she would have emerged from the Fellnight Realm and become a new power in the Stolen Lands.

Invading the Fellnight Realm. My players' armies, backed by a centaur force, held off the spriggan armies long enough for my players to punch through the hole in the Faengard and make it through. If this had not happened, my players would have had a very difficult time getting past the spriggans (think lots of swarm damage, as well as the Fellnight Queen's castle on high alert).

RPG Superstar 2009, Contributor

Sounds like a great time. I've heard a lot of people have made use of this module to enhance the Kingmaker AP. I'm glad they both still have legs (and synergy).


Hello, Neil Spicer. Kingmaker has worked really well for my group because of its sandboxiness, and Fellnight synergizes well with the plotline.

Funny bit: I have a regular game handout called "Kingdom Reports" I use. It's basically every member of the ruling council reporting in, as well as PC members of the ruling council getting reports from their subordinates. It contains news, adventure hooks, minor hints, and inside jokes.

At our last session, my players finished up Fellnight, and I passed out the Kingdom Reports as they headed back to town.

One player said, "We defeat a fairy queen ... and now we have to go to a meeting?!"

RPG Superstar 2009, Contributor

So...it appears I'll be running this adventure tomorrow at MEPACon in Scranton, PA...courtesy of a double-slot from 9AM-6PM. I hope I do it justice, and maybe provide an update on how it ran at the convention table.

RPG Superstar 2009, Contributor

Update: The adventure ran well. I included a fair amount of designer insights and director's cut material in some places, but also glossed over some other stuff to ensure I kept the game moving. Squeezing it all into a single 9-hour gaming slot with a break for lunch still wasn't enough time to explore everything. But, the players still seemed to have a good time. All of them survived, despite the party paladin getting polymorphed into a songbird. Hopefully we made a few gaming memories for everyone. :)


Glad to hear it ran well for ya man!

Is any of the designer insights and director's cut materials sharable? (if not that's okay!)

Just curious because i'm adding Fellnight to an upcoming Kingmaker AP and always happy for more material.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Man, I probably couldn't have made it regardless, but if I'd known you were going to be be there, I'd have much more of an effort to get to Mepacon. My friend Kris, who was there, said he was going to try to go say hello, though.

RPG Superstar 2009, Contributor

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Rathendar wrote:
...any of the designer insights and director's cut materials sharable?

I don't really have any of those insights written out in a major way (other than what already appeared on the Paizo blog awhile back with the Arvormeigh encounter and random encounters in the Fellnight mist). The other insights are just explanations I shared with the gaming group about the story behind certain elements appearing in the adventure. There's also the director's cut of what I termed "fey impulses" in Rhoswen's palace. At Legendary Games, we eventually repackaged that concept into our Faerie Mysteries product. I originally coined the idea, but then turned it over to Jason, Todd, and Alistair to flesh it out. If I run Realm of the Fellnight Queen again, I'll definitely find ways of including that material, and you could probably find it useful for Kingmaker, as well. Also, I totally had the Fellnight spriggans in Rhoswen's realm riding evil blink dogs which were capable of carrying their riders with them when they blink. Fun, fun, fun. ;)

RPG Superstar 2009, Contributor

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motteditor wrote:
Man, I probably couldn't have made it regardless, but if I'd known you were going to be be there, I'd have much more of an effort to get to Mepacon. My friend Kris, who was there, said he was going to try to go say hello, though.

I'd certainly recommend going, and there's a possibility I may return again at another time (provided the wife approves). Your friend, Kris, did indeed seek me out and we spoke for a bit. He mentioned you and I immediately responded with, "Oh...you know one of the Jacobs from the Paizo messageboards!" :)


I know it has been years since this module has come out but I only picked this up today and I was wondering if there was a way to extract the maps from the pdf without the labels of the areas, especially with Rhoswen's Palace. I run my games online at Roll20 for my friends and it kind of ruins the visual with all of the labels for each area. For the GM, yes, it is necessary but I need a players' friendly version.

I tried extracting it via snapshot tool and the copy-paste method but neither seems to do the copying without the labels, which is odd considering it worked on my copy of [i]Revenge of the Kobold King[\i] and it is an older module (I think).

Any ideas here or if someone has managed to create a copy of the map of Rhoswen's Palace without the labels, I would appreciate a copy (send me a PM if possible).

Thank you kindly for any help.

CB Out.


*bump*


This is an old thread, but if anyone knows: how big are the wardstones?


If I recall correctly, they weight roughly 2 to 3 lbs. each. Since they are stones, I figured they are maybe the size of two fists together, like a big potato.

That being said, since the gap in the faengaard was something like over 5 feet wide, even having 25 wardstones of that size would not plug the hole. So in my campaign, since the wardstones are of fey-make, they retained the weight but their size was closer to a foot or so and shaped so that they would easily stack together like pieces of a puzzle.

Cheers!

CB

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