Lisa Stevens CEO |
James Jacobs Creative Director |
As Lisa said above... if it sells good, yes!
In fact, the way we're kind of looking at this is similar to how we handled the Maure Castle levels back in Dungeon. The dungeons under Kaer Maga are VERY large, and filled with all sorts of crazy. We've already detailed 2 of them in "Seven Swords of Sin," and this one (Godsmouth) is another of those many dungeon levels.
There are, in other words, enough dungeon levels under Kaer Maga to keep our module line happy for years if it comes to that.
Lord Snow |
Hmmm.
It came to my attention that previous to this adventure (And not including the RPG superstar module), each of the modules in the PFRPG line was designed for higher levels than the one previous to it - beginning with "Crypt of the Everflame" and concluding with "The Witchwar Legacy". Now, with "The Godsmouth Heresy", we are back to a 1st level module. is this part of a new releasing schedule in which there will be arcs of modules (not necessarily connected by plot or anything) with increasing playing levels? that is, will the next module be for, say, 4th level and the one after that 8th level and so on, until a high level adventure comes to wrap things up followed by a low level adventure
James Jacobs Creative Director |
Hmmm.
It came to my attention that previous to this adventure (And not including the RPG superstar module), each of the modules in the PFRPG line was designed for higher levels than the one previous to it - beginning with "Crypt of the Everflame" and concluding with "The Witchwar Legacy". Now, with "The Godsmouth Heresy", we are back to a 1st level module. is this part of a new releasing schedule in which there will be arcs of modules (not necessarily connected by plot or anything) with increasing playing levels? that is, will the next module be for, say, 4th level and the one after that 8th level and so on, until a high level adventure comes to wrap things up followed by a low level adventure
Not really... the method by which we choose levels for modules isn't entirely random, but it's close!
Adam Daigle Director of Narrative |
Lisa Stevens CEO |
Hmmm.
It came to my attention that previous to this adventure (And not including the RPG superstar module), each of the modules in the PFRPG line was designed for higher levels than the one previous to it - beginning with "Crypt of the Everflame" and concluding with "The Witchwar Legacy". Now, with "The Godsmouth Heresy", we are back to a 1st level module. is this part of a new releasing schedule in which there will be arcs of modules (not necessarily connected by plot or anything) with increasing playing levels? that is, will the next module be for, say, 4th level and the one after that 8th level and so on, until a high level adventure comes to wrap things up followed by a low level adventure
I can see the reason for your confusion. To launch the PFRPG, we did a trilogy of loosely attached adventures starting with Crypt and leaving off at City of Golden Death with Masks of the Living God in the middle. The rest of the modules line is just a random mishmash of really cool ideas pitched to us by various people. The modules line allows us to jump around in levels and in locales in Golarion based on what the adventure pitch requires. We have certainly printed enough modules by now that somebody could easily create their own campaigns from 1st to high level based entirely upon our modules line, but that would be up to the GM to put together. The modules are meant to be plug and play and not a coherent storyline. For the latter, we have the adventure paths.
-Lisa
wspatterson |
As Lisa said above... if it sells good, yes!
In fact, the way we're kind of looking at this is similar to how we handled the Maure Castle levels back in Dungeon. The dungeons under Kaer Maga are VERY large, and filled with all sorts of crazy. We've already detailed 2 of them in "Seven Swords of Sin," and this one (Godsmouth) is another of those many dungeon levels.
There are, in other words, enough dungeon levels under Kaer Maga to keep our module line happy for years if it comes to that.
I hope this turns out a lot better than "Seven Swords of Sin." It was a nice idea that didn't really work out so well.
I wonder if this could be adapted into some sort of launching point for Curse of the Crimson Throne. Hmmm...
Vic Wertz Chief Technical Officer |
Arnwyn |
In fact, the way we're kind of looking at this is similar to how we handled the Maure Castle levels back in Dungeon. The dungeons under Kaer Maga are VERY large, and filled with all sorts of crazy. We've already detailed 2 of them in "Seven Swords of Sin," and this one (Godsmouth) is another of those many dungeon levels.
That's pretty cool. Are the different dungeons connected (other than being in Kaer Maga, of course)? Would it be somewhat easy finding them on that general diagram in the latter section of City of Strangers?
With what was said above, I'm kinda disappointed that it's only for measly 1st level...
Vic Wertz Chief Technical Officer |
James Sutter Contributor |
James Jacobs wrote:In fact, the way we're kind of looking at this is similar to how we handled the Maure Castle levels back in Dungeon. The dungeons under Kaer Maga are VERY large, and filled with all sorts of crazy. We've already detailed 2 of them in "Seven Swords of Sin," and this one (Godsmouth) is another of those many dungeon levels.That's pretty cool. Are the different dungeons connected (other than being in Kaer Maga, of course)? Would it be somewhat easy finding them on that general diagram in the latter section of City of Strangers?
Yes, many of them are connected (though some by unconventional means), and so far all the dungeons we've explored in adventures are detailed on the side-view map in City of Strangers. I suspect that there are probably a number of other levels that *aren't'* on that map--the book isn't long enough to be totally comprehensive in that regard, and who knows what else might be down there?--but hopefully the levels we have presented are enough to give you ideas and get you started!
ajs |
Rumor has it this will be available for Pathfinder Society play. I'm looking forward to more information about that!
See today's Paizo blog post, "How About Some Pathfinder Society for the Holidays?," for details. To quote:
It's a longer adventure and doesn't conform to many of the standards of Pathfinder Society scenarios, and thus requires additional rules to supplement its play for PFS credit. We've put together a free PDF document that includes these additional rules and the module's Chronicle, which will be available on the module's product page by the end of the week.
Vigil RPG Superstar 2011 Top 16 |
Just got this today. Looks like it'll be lots of fun, with a lot of throwbacks to Rise of the Runelords. And since my group played through that, that's a good thing.
But of all the monsters to order art for, why did you have to order a pic for
It's as disturbing as the smexy ghoul from PF #18!
Scipion del Ferro RPG Superstar 2011 Top 4 |
Sniggevert |
And you will only get access, as a subscriber, to the PDF when your order is packaged and ready to ship. However, this is usually a fairly fast turn around time.
So...you can subscribe to the module line, get the module and PDF and after it ships, contact customer service to stop the subscription before the next one ships if you like. I've never been able to stop myself with just one issue though =p.
Scipion del Ferro RPG Superstar 2011 Top 4 |
Sniggevert |
Well, most subscribers already have the PDF by now. Paizo doesn't open up sales of the PDF version to everyone else till the retail street date when stores are supposed to be able to start selling the hard copies. That date is usually about 2 weeks after they receive the product and ship it to the distribution chains and their subscribers.
The Crypt was a good adventure though. It had lots of different types of encounters to give players a little taste of everything it seemed.
Adam Daigle Director of Narrative |
Dragnmoon |
Mr Baron wrote:I just read through it tonight, and it is really good. I am hoping to see more modules take place in the dungeons of Kaer Maga.You and me both! (plus the zillions of other folks)
Adam... I am running this New Years day for PFS at my house if ya interested.. All Day until we finish or Drop!!! umm you would have to leave your home early..we start at 9am ;)
Adam Daigle Director of Narrative |
Adam Daigle wrote:Adam... I am running this New Years day for PFS at my house if ya interested.. All Day until we finish or Drop!!! umm you would have to leave your home early..we start at 9am ;)Mr Baron wrote:I just read through it tonight, and it is really good. I am hoping to see more modules take place in the dungeons of Kaer Maga.You and me both! (plus the zillions of other folks)
That sounds like a blast, but sadly, I'm going to be working out of town in Indiana around that time.
Plus, if I WAS in town, I don't see me getting up in time for a 9am game on New Year's Day. Maybe if I slept under the table under which the game was happening. ;)
Dragnmoon |
Plus, if I WAS in town, I don't see me getting up in time for a 9am game on New Year's Day. Maybe if I slept under the table under which the game was happening. ;)
I have no life.. :(, my Wife will be out of town, so if I went out for a Party, I am sure she would not be happy ;)
Steve Geddes |
I notice that this module has a text-excluded replica of the front cover on the inside back cover. I'm not reopening that debate (I concede I'm in the minority) but I did wonder if someone from Paizo could clarify for me - I had thought (from a previous JJ comment) that it was intended for the module line to utilise the inside back cover for maps and so forth, rather than following the policy of other non-AP lines and displaying a clean version of the front cover. Did I understand that wrong?
Mark Moreland Director of Brand Strategy |
Steve Geddes |
Some modules simply have fewer maps and thus have less need for two full pages of them. In general, Pathfinder Modules will use this space but it's not something we promise to always do, as every adventure is a different beast.
Cheers, this is pretty much what I expected. I wasn't looking for any guarantee, I just wondered if I'd misunderstood. For my part, there's a lot of utility in the "back cover for maps" format, even if space isn't a real issue (I'd have preferred to have the Cathedral on the back cover, for example, even though it fitted where you put it - purely for ease of use).
It's no serious complaint though - you could cut the included material in half before I'd consider cancelling my subscription given the quality and value for money you provide. This module in particular is terrific, so thanks for that.
ziltmilt |
I just read through it tonight, and it is really good. I am hoping to see more modules take place in the dungeons of Kaer Maga.
Me too! Actually, Paizo should give serious thought to mega-dungeon products. Anyone remember the hardback of Necropolis by Gygax that was re-released for 3.0 about 7 - 8 years ago? A Paizo product available for subscription similar in scope to this would be really sweet. I wanna see a full-color adventure of 250+ pages whipped up Paizo-style. Give me your Moria, your Dragon Mountain, your Gygaxian Necropolis.
And, Kaer Maga would be a nice place to begin volume 1 of this new series. Please, Paizo ... take my money. I'm begging you!!!
Liz Courts Contributor |
Asgetrion |
Well, I finally got the adventure, and I really, really like it! Adventures written for 1st level characters can be tricky, especially dungeon crawls in a "contained" environment (such as the Godsmouth Ossuary). These are the "standards" I use for judging dungeon crawls (in no particular order):
1) Backstory and hooks
2) NPC/Antagonist/monsters motivations (e.g. no wraiths co-operating with orcs simply because both are evil creatures)
3) Encounter design (variety of interesting monsters; yet see point 2)
4) Attention to details and room descriptions
5) Balanced and interesting rewards (e.g. no +2 swords or 10,000 GP treasures lying around, treasures that make sense, art objects described, hidden treasures for PCs who take their time to search for them, etc.)
6) "Realism" (e.g. no living creatures without food in a sealed room that hasn't been opened or visited in decades or centuries)
7) Map (and I mean that I want the map to be "interesting", i.e. non-symmetrical and evocative in the way that you just can't wait to get to draw the next room)
8) Reasonable puzzles/obstacles (i.e. nothing that would grind the adventure to a halt because the PCs have failed a Perception check 20 rooms ago or because they don't have spells X or ranks in skill Y)
9) Overall quality of writing
In my opinion Rob pulls it off nicely; it's a challenging adventure for beginning characters, but well-balanced and even if the PCs cannot "retreat" to surface, Rob has taken this into consideration.
Rob uses a lot of cool monsters and all of them have their motivations and place in the module; I especially love that he utilizes so many variants from 'Classic Horrors Revisited' (although he originally designed them, so it's no wonder ;)). Rob, I have used almost all of them in my campaign, too! :) Also, this adventure contains lots of juicy details, well-written and evocative descriptions and pretty innovative hazards/traps (some of which even aren't "real" traps).
And the backstory and antagonists in this adventure:
The only negative thing for me in this module was the map of the dungeon; it's quite boring, and it's way too symmetrical for my taste. But this is a minor issue for me; I often redraw or modify maps in published adventures anyway. All in all, I can heartily recommend this module to all Pathfinder GMs, beginners and veterans alike.
Well done, Rob! This just became my favorite low-level PF RPG module, and what's even better is that I had already decided to run my next campaign in Kaer Maga! :)