Pathfinder Module: Master of the Fallen Fortress (PFRPG)

3.50/5 (based on 28 ratings)
GameMastery Module D0: Hollow's Last Hope (OGL)

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A dungeon-based adventure for 1st-level characters.

The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?

Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within.

This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide, available August 2010.

Written by Rob McCreary.

This special 16-page Pathfinder Module was initially made available for Free RPG Day on June 19, 2010.

Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.

The Chronicles Sheet and pregenerated character sheets are available as a free download here (1.2 MB zip/PDF).

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

Archives of Nethys

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Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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3.50/5 (based on 28 ratings)

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Simple Dungeon Crawl

2/5

Nothing too exciting, all combat, and overall combats are uninteresting.

Overall the players where bored.


Free but far from fantastic

2/5

My perspective on this scenario is as a player. Be warned, spoilers may follow!

Story
There is basically no story here besides the (sub?)plot of a captured pathfinder. It could definitely have had some more, about the dungeon itself for example. The encounters aren't thematically linked (except for the recurring troglodytes), hence giving the "scenario" little meaningfulness.
Story score: 1/5

Roleplay
The only roleplaying opportunity is with the captured pathfinder, which I found an interesting lead-in for PFS. However, the RP feast is meager here...
Roleplay score: 1/5

Encounters
Encounters are interesting, albeit a little disconnected from one another, and challenging. I think the author's intention was to provide varied challenges to prepare the players to the bread & butter of PFS (swarms, I'm looking at you!), and did the job pretty well except for the lack of connection. I still feel that Mists of Mwangi does exactly the same and is far more interesting and atmospheric. Difficulty may run a little high for beginners.
Encounters score: 3/5

Mechanics
No particular mechanics to speak of here, except the recurring climb checks-the map is a great idea but this becomes far too repetitive.
Mechanics score: 2/5

What can you expect? It's short, it doesn't have much of a story, but it's free. So grab it anyway! Don't misunderstand me, I'm grateful for the free RPG day modules that Paizo publish, but this one is simply one of the weakest in my opinion.
Total: 2/5


Pretty tough play

3/5

Well, well, what shall i say.
Following the description on page 1 it is designed for four level 1 characters and that is really challenging, if not nearly impossible. Played with four guys as intro to PFS and it was way too hard. Possible damage in some encounters is far too high (talking to you, burning skeletons) and with PFS-rules there is no room to adjust.
Play it in a group of six and have a solid and fun dungeon crawl with all the fun battling skeletons, swarms and stenchy troglodytes.


Definately fun for my needs

4/5

To give a little background, I used this module to introduce a new player to the mechanics and flow of pathfinder game. I spun this up as a simple "cut your teeth and retrieve some treasure" sort of adventure from a story perspective, and it worked like a champ just for that.

Giving credit to below posts, some of the monsters did feel a little out of place until the party got to the BBEG. However,each encounter felt challenging as written without being undo-able all in one day in game. We all know sometimes the dice just aren't nice at level 1 :).

I could easily see this as a good stepping stone for getting a party to level 2 through play before starting a more in-depth story and campaign.
Definitely worth it if you need the foundation of a level 1 crawl, just be ready to build more story into it if you group needs better motivation than "check the recently opened ancient place for treasure".


Too disorganized for its supposed low player skill

2/5

I like the map, like the options to enter.

The fights are not fun at all.

There is no plot or point. Some of those issues *might* be excusable if it was intended purely for new players, as it claims, but the module is not written to be kind to new players.

Play First Steps I and 2 and We Be Goblins instead


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Lord Fyre wrote:
Sean K Reynolds wrote:
Blue is a hotter flame than red. :)

Oh no. Not a Flame War!

... and the Oracle is hotter then the Witch!

no way

RPG Superstar 2008 Top 32

Now available in print.


I would like to deeply thank Paizo for participating in FreeRPG day. Sadly, I'm not terribly philosophical at the moment, so I'll have to do it shallowly.

Still.

Thank you.

Sovereign Court

Ross Byers wrote:
Now available in print.

And ordered, oh yes.

Shadow Lodge

The Iconic 6 look awesome in Color!

The Witch is the best.

Scarab Sages

Thanks Paizo!

Liberty's Edge

Because I'm not sure where else to ask about this:

DM's Only, I suppose?:
Is it just me, or is the climb check to get to the very top sort of...excessive? I mean, it fits with the construction of the tower and everything, and the way it has collapsed, but...How the heck are 1st level PC's supposed to even do that?


Jeremiziah wrote:

Because I'm not sure where else to ask about this:

** spoiler omitted **

STR 20: +5

A Human character can get two feats:
Athletic: +2 Climb/Swim
Skill Focus: +3
1 skill rank

Said character needs to roll a 14; sure its high but not impossible. Even with only one of those two feats its possible and a non-human character its possible.

RPG Superstar 2009 Top 32

Twin Agate Dragons wrote:
Jeremiziah wrote:

Because I'm not sure where else to ask about this:

** spoiler omitted **

STR 20: +5

A Human character can get two feats:
Athletic: +2 Climb/Swim
Skill Focus: +3
1 skill rank

Said character needs to roll a 14; sure its high but not impossible. Even with only one of those two feats its possible and a non-human character its possible.

It is still too high.

How many characters are going to optimize their entire character to make that skill check?

Owner - House of Books and Games LLC

Not having read this, I don't know the details (especially how tall this partially ruined tower is), but I'd say the following might apply:

Using hammer and pitons.
Using a grappling hook.
Using a ladder, or improvising one.

I'm sure there's also things that a clever party might try that would give them a circumstance bonus.

Sovereign Court

Jeremiziah wrote:

Because I'm not sure where else to ask about this:

** spoiler omitted **

Spoilerized for players' protection:

Spoiler:
An overhang with no handholds (like the top level) has a Climb DC of 30. And to be honest, it's not supposed to be easy to climb all the way to the top. The BBEG is up there, and the party should probably have to face some of his minions before meeting him. It's only a DC 15 Climb check to climb up to any of the other levels - once you're inside, the stairs can take you to any level except the first, so there's no need to climb up to the top on the outside of the tower.

Liberty's Edge

Thanks, Rob! A simple solution which somehow eluded me.

I misunderstood:
For whatever reason, I didn't get that the stairs are clear from level 2 up. I thought the whole thing was collapsed, top to bottom. Even if it's not called out (which it may be somewhere, I'm not sure), that's a fairly straightforward way of dealing with the problem that I should have thought of.

Paizo is the greatest, thanks a million for the free stuff and the quick feedback. I am totally a loyal customer for life :-)

Dark Archive

As a PFSOP game, are there any PA's for this module. I'm running it tomorrow and I don't see mention of them anywhere. Is there a suppliment for this when ran as a PFSOP game or do the PCs not get any since they are not supposed to be part of a faction yet?


At PaizoCon, I was informed that your interpretation (0 pa as not part of faction) is correct


This so called free download is not available!

Very bad form,

Kathy

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Kathleen L Bricky wrote:

This so called free download is not available!

Very bad form,

Kathy

Click on "Add PDF" at the top of the page, then go to "My Downloads". It'll be right there.

The Exchange RPG Superstar 2009 Top 8

Works for me.

Scarab Sages

I was disappointed that it had no PA, and it didn't have any mention of factions at all.

I like the choices of the bad guys, it lets all of the classes shine.

As for the climbing problem...:
use the stairs? I haven't read the mod yet, but I did play it at PaizoCon.

RPG Superstar 2011 Top 4

Not really sure where else to pose this question.

Spoiler:
Regarding the third floor. How would anyone have gotten to Room 6 before the earthquake. I know there's the secret door, but there doesn't seem to be anything in there to really be secret. Just curious if there's any kind of backstory to this level, or really the tower in general. I find these things outside of Absalom fascinating.

Sovereign Court

Scipion del Ferro wrote:

Not really sure where else to pose this question.

** spoiler omitted **

Answer in spoiler:

Spoiler:
Keep in mind that the tower was built long ago - no one knows what room 6 was used for at that time. It could have been a secret treasury, a secret library, a secret laboratory, a secret jail, or whatever. Ultimately, it doesn't matter for the adventure now. The secret door is really there to let characters who might climb all the way up there find a way into the interior of the tower.

RPG Superstar 2011 Top 4

Yeah, I know it doesn't matter for the adventure, but I was intrigued. I'm running this module in two play-by-posts on the boards and we're having a blast. Is there a module that would be good to continue this one with? Or perhaps another one that could be plugged into different siege tower?

SdF's MotFF [Team Sphinx]

SdF's MotFF [Team Hydra]

Grand Lodge

These are my thoughts on some of the slightly weird things about this module. Just some things I changed/added so that it all made a little more sense to me. Note that these are minor details and I am really impressed by the quality of this free product! Also see my review. ;)

Spoiler:
The rubble. Only the eastern wing of the tower has collapsed, everything else is pretty much still in shape. So how can there be so much rubble, especially in the western and southern ground-floor-rooms?
I solved this by having the floors of room 5 fully and room 4 partially caved in and by adding broken furniture to the rubble piles. The rubble from room 5's floor has filled the room below it enough to make the doors impassable and now the party will have a kind of a climbing/difficult terrain challenge in room 5.

The rooms. Apart from the throne area on the top level and the temple it's not at all clear why the rooms are what/where they are. Also, they all seem to be empty. I added more broken furniture to show that, long, long ago, this all served some purpose that is now no longer clear. The players, not knowing that what causes all the disturbance here is external to the tower (Tasskar and his Troglodytes), also kept assuming they'd learn more about the tower's purpose because of this. Kept them interested and guessing, always a good thing.

The creatures. A giant frog, a shocker lizard, a giant spider, some dogs and bats. That's quite the menangerie. I added some mystery to the story by having the PCs hear rumors of wildlife getting weird around the tower ever since the earthquake. Then I let them discover that the dogs are more aggressive than they should be, and look kinda sick. I had them infested with some kind of flesh-eating maggot, that gave the PCs a good scare and the desire to investigate the source of it. As I see it, the „tainted druid“ Tasskar's mere presence corrupts the environment, bringing these creatures to his lair and changing them. I also made the shocker lizard, giant spider and frog seem a lot less natural through the description. Also, emphasizing the reptilian/amphibian traits of lizard, frog and troglodytes gives them more of a connection. Tasskar's spider swarm and centipede also give a connection to the spider in the ground floor.

Tasskar's weapon: Why have this amazing picture of the Troglodyte with the scythe and then give him a scimitar? I changed that to a scythe because that looks a lot more cool and lets you demonstrate trip attacks. And if he has to drop it when he fails? There's a good reason to have him cast flame blade!

Dark Archive

My group just played this last night and had a blast (an Orc Fighter with a strength of 22 and a Tengu cleric of weather will do that for a group), and I GMed it a few weekends before that with a smaller group. This was our first foray into Pathfinder, so...

What adventure/module would make a good follow up to this? We're a diverse group and not everyone can meet weekly, so I'd prefer somethings more one-shot oriented. (I have looked over the Adventure Paths, and while I love them, they may not work for our group because character continuity between adventures/weeks is hard for us to maintain.)

So yeah, babble-on notwithstanding, what's a great lv1/lv2 module to follow up with?

Dark Archive

Is there an updated version with the base classes (i.e., alchemist, etc.) updated with the final APG stuff?

RPG Superstar 2008 Top 16

I ran this one back on Free RPG Day, and have some recommendations for GMs planning to use it as an introduction to Pathfinder Society play.

To make optimal use of this one, I recommend that new players be encouraged to use Pathfinder's iconic cleric instead of the oracle. While she has some strengths, the oracle isn't built for melee. The tower's tight confines and narrow stairway can really inhibit PCs who depend on missile fire. While an experienced group can work around that, the new players I ran on Free RPG day repeatedly got in each other's way.

Because it has several fights, the scenario's roleplaying opportunities may be neglected. Rather than just throwing the PCs into the action, I recommend that GMs develop the adventure's story hook before running the mod.

I considered using an alternative opening: After the Pathfinder Balenar Forsend didn't come back to pay for his lodging, his grasping landlord seized the property he left in his chambers. He offers the items to the PCs for a fraction of their apparent worth, criticizing "that deadbeat vagabond Balenar Forsend" all the while. The PCs' purchase includes maps and descriptions of the Fallen Fortress and its rumored treasures. After the party buy the items, Venture-Captain Adril Hestram shows up and begins loudly arguing with the landlord. The portly venture-captain demands the items Balenar left in his chambers and becomes incensed at the landlord's passive-agressive refusal to explain what happened to them. The landlord hints that he could reveal the truth for the right price, but Adril Hestram refuses to pay the exasperating man one "shaved Qadiran copper".

Of course, the PCs likely have no idea who this massive, apparently violent man might be. Either they decide to sneak off and investigate the fortress on their own or they confront the venture-captain. Impressed by PCs who show some chutzpah ("You lads have stout hearts! I like that!"), Adril suggests that they should check out the fortress, asking them to keep an eye out for Balenar.

Once the PCs find him during the adventure, make Balenar a colorful, quirky character. When I ran the scenario, I modeled him on my sixth-grade teacher, a WW II veteran who had apparently defeated the Japanese single-handedly. He had dozens of unlikely anecdotes of his wartime adventures.

To keep the tower's fights from growing repetitive, I made the shocker lizard a bit less hostile, but very skittish. Its reaction to intruders was to nose forward, looking around to see if they brought food. The PCs took it with them, only to discover that it let out a jolt every time something attacked the party, injuring most of the PCs. They especially enjoyed trying to coax the lizard into fighting the tower's other inhabitants.

The Exchange

Rob McCreary wrote:
Jeremiziah wrote:

Because I'm not sure where else to ask about this:

** spoiler omitted **

Spoilerized for players' protection:

** spoiler omitted **

DC 15 is still too high for level 1 characters when only 1/3 of them will have a positive bonus to the skill check (most will be negative due to encumbrance/armor), the check is required for the meat of the adventure to even take place at all, and the consequences of two failed checks in a row can mean death for almost any level 1 character before the adventure even really starts. Imrijka has a flat 21.6% chance of death just because she's Imrijka before the game even really begins.

RPG Superstar 2008 Top 32

AbyssLord wrote:
Rob McCreary wrote:
Jeremiziah wrote:

Because I'm not sure where else to ask about this:

** spoiler omitted **

Spoilerized for players' protection:

** spoiler omitted **
DC 15 is still too high for level 1 characters when only 1/3 of them will have a positive bonus to the skill check (most will be negative due to encumbrance/armor), the check is required for the meat of the adventure to even take place at all, and the consequences of two failed checks in a row can mean death for almost any level 1 character before the adventure even really starts. Imrijka has a flat 21.6% chance of death just because she's Imrijka before the game even really begins.

There are things characters can do to improve their chances of making the check. A knotted rope is DC 5 to climb, and only one character has to go up to run a rope down. The character who goes up first can doff their armor and extra gear before going up.

The Exchange

This is way after the fact, but I want to point out a small error:

Temple of Nethys:
In the adventure there are two burning skeletons guarding the Temple of Nethys. The encounter is listed as CR 1. The "Burning" template adds a +1 to the base creature CR, which is 1/2. So that makes it at least a CR 3 encounter since there are two. The 1st level PCs face off against two dangerous opponents here. These burning skeletons can do damage three ways; through melee attack, through proximity and through death throes. More groups struggle with this encounter than with the boss fight at the end. In retrospect, it would have been better to have some more healing magic sprinkled through the fortress so the PCs don't have to leave and come back. Besides that, I think everyone enjoys the adventure.

Sovereign Court

Doug Miles wrote:

This is way after the fact, but I want to point out a small error:

** spoiler omitted **

That is not an error.

Spoiler:
A normal human skeleton is CR 1/3. Add +1 to the CR for a burning skeleton makes it CR 1/2, and two CR 1/2 creatures make a CR 1 encounter.
That being said, it is a tough encounter for 1st-level PCs, but that's why both doors to the room are locked with high Disable Device DCs. But you could certainly add more healing magic to the tower if you feel PCs need more help.

The Exchange

Rob McCreary wrote:
Doug Miles wrote:

This is way after the fact, but I want to point out a small error:

** spoiler omitted **

That is not an error.

** spoiler omitted **

Ahh, my mistake about the CR then. I misunderstood the CR progression system. I run the adventure under the Society rules which doesn't allow for adding items to the adventure.

Spoiler:
The last time I ran it the players really struggled due to poor die rolls. They soaked up damage and couldn't seem to land a telling blow in return. A rogue with a 10 CON got dropped by one of the skeletons, then he took a d6 fire damage on his turn (being next to it) and another d6 when it exploded, which put him over the limit. I felt bad about it and thought maybe the encounter hadn't been scaled right due to the template. Really, a few die rolls made the difference and it hadn't been such a bloodbath the two previous times I've run it. I apologize for the false accusation :)
Sovereign Court

No problem - I didn't view it as an accusation, but I wanted to be clear that there wasn't an error.

Master of the Fallen Fortress was written primarily as a standalone module that could be run as a Pathfinder Society scenario (which is different from a Pathfinder Society scenario that can be run as a standalone adventure). It's a small, but significant difference — there are specific design parameters regarding the difficulty of encounters that are used in building a PFS scenario, but not in other modules or APs. So in this case, Master of the Fallen Fortress may be slightly more difficult than other PFS scenarios.

But I'm glad to hear people are enjoying the adventure, and feedback like this is important, to help us do better the next time we try something like this.

Liberty's Edge

I'm running this module as a PBP game, and my party is close to finishing it. However, I need some advice:

GM advice needed:
My party have triggered the collapse of the eastern part of the top floor, including the chest of Tasskar's treasure, which has fallen to the ground 60+ feet below. I described the chest (containing two flasks of acid and two potions) as being banded with iron, to give it a fighting chance of survival, but I am not sure what treasure would cope with that fall. I suspect the metal items, gem, and wand, but none of the liquids.

Any thoughts?

(By the way, this is not a Pathfinder Society game.)

Owner - House of Books and Games LLC

Paz wrote:
I'm running this module as a PBP game, and my party is close to finishing it. However, I need some advice:
GM advice:
Paz wrote:
... the chest of Tasskar's treasure, which has fallen to the ground 60+ feet below. I described the chest (containing two flasks of acid and two potions) as being banded with iron, to give it a fighting chance of survival, but I am not sure what treasure would cope with that fall. I suspect the metal items, gem, and wand, but none of the liquids.

Well, depends a lot on what you *want*. Do you want it all to survive the fall? Have it all wrapped in cloths in the chest, thus cushioning the fall. Do you want the acid flasks to break and damage everything else in the chest? Then they will.

What is going to happen to the treasure depends on how you portray it - you're better off selecting the result you want and justifying that rather than trying to do an analysis of what "ought" to happen, since what ought to happen will be determined by your preconditions.

However, it's likely that the potions and acid flasks were packed safely. The iron bound chest would provide some protection for the contents, and the smaller travel chests would provide further protection for the potions and acid, so why not keep it simple and give each of them a 1 in 4 chance of breaking - and a broken acid flask would just seep into the treasure chest but not outright break anything (though it might damage it).

But that's just me.Edit:

however:
However, I tend to be anal about such things, so this is probably what I'd *actually* do:
  • They collapsed the floor, which fell 60 feet including the iron bound treasure chest. The treasure chest with hardness 10 and hp 15 takes 6d6 damage (average 21) and survives the fall, taking 11 hp damage.
  • Since the chest was in rubble that fell 60 feet, I'd ad hoc say it would be equivalent to a 40-foot fall for the stuff in the chest.
  • I'd say the potions and acid would be packed in separate smaller, lined boxes inside the chest, and a small chest has hardness 5 and hp 1. They take 4d6 damage (average 14) and break outright, failing to protect the flasks and potions.
  • However, just because the small chest broke doesn't mean it was pancaked. As with the treasure chest, I'd take 20 feet off the fall, and I'd say the protective interior would give an ad hoc DR 5 to the flasks and potions.
  • The potions and flasks (of an unspecified material, but the potions are probably ceramic and the flasks probably glass) each are subjected to 2d6 damage, with an additional DR 5 on top of whatever they've got.
  • Thus, the potions (probably DR 2, hp 1) take 2d6 damage against their effective DR 7 and have about a 50-50 chance of surviving. The acid flasks (probably DR 1, hp 1) also take 2d6 damage against their effective DR 6 and have about a 5 in 12 chance of surviving.

But that's just me :) (and that is why it takes me so long to prep for games)

Liberty's Edge

gbonehead wrote:
** spoiler omitted **

Thanks for the feedback; in the end I went with:

Spoiler:
Everything had been well wrapped up (albeit in filthy rags) by Tasskar and had survived the fall.


I modified this adventure a bit, made entry easier, monsters nastier and the intro to it more of a stumble upon the place in the southern Isgerian wilderness.

They kept going into the unknown, so I threw this at them. It has gone quite well, although they took a lot of injury.

Liberty's Edge

A fun little module took my party 4 hours to complete. I had to throw them a bone and say "on the outside of the tower where the wall collapsed bricks have shifted and now jut out of the wall every 2 feet or so all the way to the 4th floor." Without saying this it was very confusing for the players... they wouldn't have figured out to climb.

Review:
4 hours of gameplay.
4 players will completely destroy all enemies up until the final boss which is a tough fight.
-Traps everywhere!
Great module for new players (little to no RP, very heavy on fighting)
IT'S FREE!

This module has a great feeling of a dungeon crawler.

Shadow Lodge

With the recent updates to the Guide to Organized Play, has there been any though to allowing a 1PA award for this module? It seems fair, considering conditions, death, and expended items now carry over when they didn't before. It also fits the Season 3 precedent of 1PA for successful completion of the scenario and 1PA for the faction mission.

Lantern Lodge

Pathfinder Rulebook Subscriber

This seems really long for a single module. I added up all the XP (under the standard, non-PFS XP rules) and it's 5005 plus whatever should be granted for the trap in room 5 (presumably another 400 for a CR1 trap), and I didn't accidentally include Balenar. With 4 brand-new PCs this is 2/3 of the way towards 2nd level, even if you assume Balenar gets a share of XP from the boss (which seems only fair). No individual encounter is all that tough (except the last boss), but with 10 combat encounters plus the trap they add up after a while. And yet it's only 1 XP for PFS, not 2? Seems low.

The Exchange

Ross Byers wrote:
AbyssLord wrote:
Rob McCreary wrote:
Jeremiziah wrote:

Because I'm not sure where else to ask about this:

** spoiler omitted **

Spoilerized for players' protection:

** spoiler omitted **
DC 15 is still too high for level 1 characters when only 1/3 of them will have a positive bonus to the skill check (most will be negative due to encumbrance/armor), the check is required for the meat of the adventure to even take place at all, and the consequences of two failed checks in a row can mean death for almost any level 1 character before the adventure even really starts. Imrijka has a flat 21.6% chance of death just because she's Imrijka before the game even really begins.
There are things characters can do to improve their chances of making the check. A knotted rope is DC 5 to climb, and only one character has to go up to run a rope down. The character who goes up first can doff their armor and extra gear before going up.

The problem with this fix, though, is that the characters are pre-gens and they come pre-equipped. None of the characters in the party we chose had any rope at all in their equipment lists. I believe we went with Balazar, Alahazra, and Imrijka. Neither Balazar nor Alahazra would've been any help with pulling Imrijka up even if they did have rope.


Lol, adventurers without rope and grappling hooks.


Is there any reason the Campaign Coordinators haven't re-conned the chronicle for this one to be 1 fame/prestige? I thoroughly enjoy running this one (and playing it originally with Baird), but I hesitate to schedule it for my local gameday because 0 fame is a very rough way to start a character.


I'm running this tomorrow evening at our PFS lodge. So there's no prestige/fame for playing this one? Whats the reasoning for that?


Joshua J. Frost wrote:
yoda8myhead wrote:
I like that it will "serve as an introduction to the Pathfinder Society Organized Play" though I'm curious how that will work.

It will function as a Tier 1 scenario, meaning it's only for beginning 1st level PCs and has no level range. The back inside cover is a chronicle sheet and anyone who plays through it can use that chronicle sheet to get their character in Pathfinder Society started. This allows us to effectively run Pathfinder Society events at every Free RPG Day store and gives us an introductory adventure for Pathfinder Society that can be downloaded for free and played anywhere.

It won't have faction missions or prestige award, though it will have the typical +1 XP and purchasable items off the chronicle sheet. Once the adventure is successfully completed, there's an option to join the Society as both a character and a player and if you do so, that's when you make all of the appropriate choices for your official character.

Is it a Tier 1 scenario or a Tier 1 sanctioned module?

Cause I heard only the former can be replayed while the later cannot (Only the Tier 1-2 sanctioned modules can be replayed AFAIK)

Silver Crusade

Having just read through the updated guide to PFS, this is in fact a Tier 1 Sanctioned module, and gives 1 XP and 1 Prestige/Fame for completion. The only trouble is that I cannot seem to find the square to check it under the GM events section... tricky. I thought it would be alongside We Be Goblins, but no luck. I might hold off on this one until I can properly report it.

Grand Lodge

Daniel Yeatman wrote:
Having just read through the updated guide to PFS, this is in fact a Tier 1 Sanctioned module, and gives 1 XP and 1 Prestige/Fame for completion. The only trouble is that I cannot seem to find the square to check it under the GM events section... tricky. I thought it would be alongside We Be Goblins, but no luck. I might hold off on this one until I can properly report it.

Ctrl + F is your friend. It's under the Pathfinder RPG modules between Masks of the Living God and The Midnight Mirror.

Silver Crusade

Oh... well now I feel sheepish! Thanks a lot, friend.

Grand Lodge

Daniel Yeatman wrote:
Oh... well now I feel sheepish! Thanks a lot, friend.

All good. I've had troubles finding scenarios every now and again. Sometimes they're just not where you'd expect.


Can brand new PFS characters run through this module or are players required to use the pre-gens? I'm about to GM my first PFS game and would like to run this, but my players will want to bring their own PCs. Thanks in advance!

Grand Lodge

Sparklepants McGee wrote:
Can brand new PFS characters run through this module or are players required to use the pre-gens? I'm about to GM my first PFS game and would like to run this, but my players will want to bring their own PCs. Thanks in advance!

As long as they're no more than level 1, then this is fine for them. I've ran it a few times now. The pregens were just to introduce new players at the time. That said, the iconic pregens are of no actual value as they are 15-point buy, not 20-point buy. Hence why the APG pregens are no longer available for regular PFS.


Thanks for the speedy reply! I've been looking to do some PFS GMing for a while yet and this module is a perfect entry point.

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