
Al Rigg |

tadkil wrote:Do we know when we'll have docs for pfs play. I've got a table of players crazy for this. One of them is my wife, so I'm driven by a dual imperative.All Pathfinder Society resources for playing Pathfinder Modules for credit within the campaign should be released on the adventure's street date, which is September 14. At that time, we'll update the Additional Resources page to include it and put the Chronicle sheet download both on that page and on this product page.
Hey Mark, can we have an update on the new likely date? I'm just starting to prep this for a Convention and the PFS guidelines will be a valuable input.
Cheers,
Al

Brandon Hodge Contributor |

Brandon Hodge wrote:Blood Sausage, anyone? ;-)Hey Brandon!
I just wanted to say that so far, this module has really grabbed me. I'm only about a third of the way through it, but has everything I look for in a module:
* A believable premise.
* An interesting storyline.
* A clear good vs. bad plotline, even if who is who is not clear.
* Lots of opportunities for both combat and non-combat gaming.
* Well-written text that's enjoyable just to read.** spoiler omitted **
Bravo!
Thanks for the major props!!! Wow! This adventure was a lot of fun to put together and write, and I think folks are going to have a lot of fun with it. Glad you are enjoying it so far -let me know your thoughts when you make it to the end! =-)

John Benbo RPG Superstar 2011 Top 8 |

Just picked this up today. I'm about a third of the way through reading it and I'm really digging it so far. Looks like a really fun low-level mod that's a nice change from a hack and slash dungeon. I have a crazy idea of running this as a one shot and having the PCs make a group of "investigators" using the NPC expert class.
Why?
Anyway, I can't wait to run it. I think it's perfect with Halloween around the corner.

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Just picked this up today. I'm about a third of the way through reading it and I'm really digging it so far. Looks like a really fun low-level mod that's a nice change from a hack and slash dungeon. I have a crazy idea of running this as a one shot and having the PCs make a group of "investigators" using the NPC expert class.
That does sound like fun! But you should be careful not to throw too much at the players. Most of the module should be fine, but I would be wary of
Of course, I have the opposite problem; I'm planning to run this for my 10th-level Rise of the Runelords group! Which will be fun, but I'm worried that the final encounter will be a bit of a letdown. Still, the fact that there are people even attempting to run this module so far out of the expected level range is a sign that people really like it! :-)

Doodlebug Anklebiter |

I read this last night and I thought it was great. A little spit-dash changes, and it'll make a nicely thematic interlude for my xp-starved Haunting of Harrowstone party. Excellent job!
However, I find stirges to be quite lame. I have found that stirges are an anticlimax enemy where no one's ever really in danger. Especially now that the party has, I think, 2 potions of lesser restoration and a wand with, like, 17 charges left. So, I always make them bigger, do more damage, and make up silly rules about how many points of damage heedlessly ripping out its stinger causes. Even that has been dampened, however, since the wizard starting using grease to ease it out, like a tick and vaseline. Guess I'll have to make them even bigger now.

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I just noticed on my downloads page that the PDF was updated on 19 Oct and the file is about 1 MB smaller. Is there any material difference in the new version?
I believe there were some issues with displaying the files (page turns, etc.) on mobile devices, and that something internally was re-jiggered to optimize the display. As far as I know, the actual content hasn't changed.
Ms. Lambertz, can you confirm this?

Chris Lambertz |

Paz wrote:I just noticed on my downloads page that the PDF was updated on 19 Oct and the file is about 1 MB smaller. Is there any material difference in the new version?I believe there were some issues with displaying the files (page turns, etc.) on mobile devices, and that something internally was re-jiggered to optimize the display. As far as I know, the actual content hasn't changed.
Ms. Lambertz, can you confirm this?
Indeed. No editorial content has been changed for this file. Each time we update, we send an e-mail to your Paizo.com account letting you know what we changed, also.
Unfortunately, I'm still working on a solution for iPad users, since they still seem to have problems with this file. The file was exported with all of our usual settings applied, so it's a bit tricky figuring out what's causing it.

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I posted some notes aimed at running this as a PFS scenario over two 5-hour sessions here, but they should also be useful if you're running it in a non-PFS campaign. If you're going to play this module, these notes will just spoil it for you, so don't read them. Otherwise, I hope you find them useful and I'd be interested to hear your feedback, suggestions and experiences.
The official line remains that you should run PFS modules as written. However, if you only have two slots to run it in, these notes should help you to streamline it. It also contains some reflavouring and minor reworking of some encounters that might break a PG-13 audience requirement at a public game so use your discretion.

Doodlebug Anklebiter |

I started running this module for the second half of my last game.
Towards the end of the session, one player turned to another and said:
"I bet this ends up just like The Wicker Man"!
My players piss me off sometimes.

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I started running this module for the second half of my last game.
** spoiler omitted **
Towards the end of the session, one player turned to another and said:
"I bet this ends up just like The Wicker Man"!
My players piss me off sometimes.
Heh... well, since The Wicker Man is one of the primary inspirations for the movie, that's actually a good sign! Tells me the adventure does exactly what it needs to do!
Hopefully, your players haven't also read/seen The Dunwich Horror or Children of the Corn! Just sayin...

Doodlebug Anklebiter |

Heh... well, since The Wicker Man is one of the primary inspirations for the movie, that's actually a good sign! Tells me the adventure does exactly what it needs to do!
Hopefully, your players haven't also read/seen The Dunwich Horror or Children of the Corn! Just sayin...
So, we had a great time last night. It was pretty much all role-playing with just the shocking encounter during the greased pig event at the fair for some actual combat xp.
I moved Ravensmoor to Ustalav and threw this in for the PCs to get some needed xp before they move on to The Trial of the Beast. They tittered about all of the raven towns around here, but I just attacked them with giant crows and they stopped laughing.
So, as I reported above, my players were all looking for wicker men around every corner and waiting for pagan cultists to jump them at any second. They put together a lot of the clues, sussed out a lot of the suspects and then went to the feast where...
Dok the half-orc wizard struck up a conversation with Alizna, was impressed by her knowledge on all things arcane, and agreed to accompany her home alone for an evening chat and a cup of tea.
Lodi Carene, halfling summoner, ate three servings of flayleaf salad and drank seven flagons of ale (and failed his saving throw after the third drink!). He had already been flirting with Shel Lupescu, and after casting magic fang on his hand and making very inappropriate remarks, she invited him for a midnight tryst in the natural amphitheater.
Elzbeth, half-elven rogue, danced with Viorec Whathisname, got bored with the feast and returned to sleep at the Mayor's house alone.
Meanwhile, poor Father Varnalium, who's player moved to Vermont and could only make it every other game, had disapppeared earlier in the day (he was kidnapped by cultists while poking through the ruins of the church of Desna), but since his player wasn't at the table, everybody (except the DM!) forgot all about him!
I don't know what they were thinking, but I'm pretty sure I've got a TPK on my hands here!
I hope the new AP's a good one...

voodoo chili |

really enjoyed it, but WHY is this recommended for 3rd level characters? it's a quick succession of CR 3 and 4's with a lethal CR 5 (actually seems like it ought to be at least CR 6) end cap.
has anyone actually run this and not had a TPK?
Maybe a Clr 4 would have worked better, but the Blightspawn is way overpowered in my opinion.

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How's this one for content? Anything I shouldn't let a 13-year-old GM read?
There are some creepy bits, but nothing I can think of off the top of my head that's too bad. The only thing that I would think might be too much would be

DMFTodd |

Any thoughts on how to handle the inevitable problem with the Mayor when...

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1 person marked this as a favorite. |

Any thoughts on how to handle the inevitable problem with the Mayor when...
** spoiler omitted **
I think he'd say something like this:
But if the you attack me for no reason other than a "Detect Evil" spell showed me as being evil, does that make you any better? So far, I've treated you with respect and been completely honest and open with you, and have even offered to try and work out the details of paying the taxes to Magnimar, despite the fact that, through no fault of my own, the last tax collector was unscrupulous and ran off with the funds. But you know what? Running off with the money was probably not a very good thing to do, either. Will you hunt him down and kill him based on that conjecture?
Now, can we please return the discussion to more relevant matters?
(And if the PCs ask him specifically what he's done that makes him evil, he'd probably say that it's none of their business, and as guests in the town, asking such a thing is quite rude. The townsfolk out here in Ravenmoor may not have "high city culture" like the PCs, but at least they have the decency not to pry into people's shameful pasts. . . )

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James Jacobs wrote:Heh... well, since The Wicker Man is one of the primary inspirations for the movie, that's actually a good sign! Tells me the adventure does exactly what it needs to do!
Hopefully, your players haven't also read/seen The Dunwich Horror or Children of the Corn! Just sayin...
So, we had a great time last night. It was pretty much all role-playing with just the shocking encounter during the greased pig event at the fair for some actual combat xp.
I moved Ravensmoor to Ustalav and threw this in for the PCs to get some needed xp before they move on to The Trial of the Beast. They tittered about all of the raven towns around here, but I just attacked them with giant crows and they stopped laughing.
So, as I reported above, my players were all looking for wicker men around every corner and waiting for pagan cultists to jump them at any second. They put together a lot of the clues, sussed out a lot of the suspects and then went to the feast where...
** spoiler omitted **...
Wow! That's pretty much exactly what happened when I ran this module. I did end up with a TPK! I hope yours turned out better.

Brandon Hodge Contributor |
2 people marked this as a favorite. |

Man, I've always hated detect evil. =-)
How to handle:
Knowing the potential consequences of that damn annoying little spell, I originally designed Kriegler as Chaotic Neutral and classed him as a blight druid in the turnover, but things didn't end up that way after development. I imagine Tamago's response is a pretty fair approximation of Kriegler's response, though I'd be coy about drawing those immediate lines of recognition with "Yes, I'm evil."
I'd put in more in line with: "Evil? What is evil? Is evil stealing another's bread so that you may survive? Is evil born of the desperation of the staving and destitute, and the choices one must make to keep his people alive when the church, and our lord, abandoned us? Evil you say? Perhaps. But no more than our so-called "rulers" who demand their tithes, or the church that left us to starve. But until you have felt the sharp pangs of hunger gnaw at your guts and seen your children wasted to but parched skin and protruding bone, I suggest you tend your own garden, and keep your judgments to yourself."
Or something like that.
As for the flayleaf and PG-13 concerns:
I don't want the flayleaf thing to put you off if that concerns you as a parent. Yes, the farmers of Ravenmoor have flayleaf fields. They do make little "Blair Witch"-style effigies from the dried leaves that they burn like incense before bed (evidence only-you don't see it happen), and the PCs might be fooled into eating a flayleaf salad at the feast. It may be just subtle enough that the connection won't made at age 13, but I could be wrong. What these people are NOT, however, is a bunch of cliche stoner-bumpkins. I worked very hard to not inject elements that would degrade into a bunch of pot-humor at the gaming table, because that would work against the module's mood. I was very careful about that perception, and while it is an aspect of village life, there isn't some pervasive, distracting, anachronistic stoner-culture among the villagers that will degrade into parody...though gamers are capable of anything, right?
And as for the BBEG. I've said it before: blame James. Hahahaha! That monstrosity is ALL his creation! =-)

Extraordi-Nerd |

As for the flayleaf and PG-13 concerns:
** spoiler omitted **...
I've just finished reading the adventure portion of the module (still have the Ravenmoor Gazetteer to go). I'm in college, no stranger to the plant in question, and it still took me until the "sold on the black market" line to pickup on the reference.
I really like the way you worked it in though, this seems like very much the way a small rural community, without explicit or enforced laws would treat it. It is a recognized intoxicant, but it is social, spiritual, and used with care and respect. It does not carry the stigmas that we have attributed it in our world, the attitude is closer to what it would have been when it's use was first emerging.
I'm not very familiar with drugs and laws in Golarion, but my impression is they are generally frowned upon (by the law/ "upstanding" citizens) with those visibly addicted even more so. However there are much bigger problems to be dealt with, perhaps that pack of ghouls living in the sewers, or the goblin tribe that continually raids the town. When there's a monster at the door and a stoner in the gutter which do you deal with first?
I can't wait to see if my players pick up on it when I run this module.
On another note, this is the first full length module that I will be running and I am really looking forward to turning up the creep factor on the adventure. Great flavour, especially hoping the feast will spark some good RP in my newbie group.
Thanks, you did a great job.

Doodlebug Anklebiter |

We did not have a TPK, but we did lose a rogue. Elzbeth, you are are gone, but not forgotten!
Only adding my 2 cp so that a concerned parent can make an informed decision. This module is awesome, btw!

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So I ran this module as a PFS game this past weekend and all my players enjoyed it but I have one question...
Did anyone else get a Scooby-Doo vibe while reading it?
I did and in fact my players said the same thing without any influence from me.

Finlanderboy |

I Dmed and played this. I think this is a wonderful mod. Lots of flavor and reasons for everything.
As a DM the party had much less luck against me. I Dmed for Kyra, Valeros, and 2 monks. They enjoyed the festival and one player was brutalized by the pig. Decided his character was done for the night and needed a bath. I decided this would be a good chance to separate him with the beauty as she decided to bath him. The cultist shop owners figured a naked PC in a bath tub would be an easy target, but he was a monk. So things went south for them. Then the PC decided something was foul, teamed back up, and found their way to the farm house. The other monk fail about 6 fort save before entering the corn field. Then against the blight spawn I acutually did enough wis damage to knock the weakened monk and cleric out(they could heal HP enough), but the rest of the PCs were able destroy him. By the end the poor monk failed well over a dozen will saves.

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Oddly, my group didn't confront the mayor when they found out he was evil. Instead, the party rogue just decided to go stalk him, by himself. Because of the high stealth skill, I had a hard time getting the mayor to the clearing for the final ritual unnoticed, since the rogue decided to stalk him from the time he left the feast. I probably should have had the mayor send some cultists to distract the PCs at the feast, so he could leave unnoticed, but I didn't think of it.
So the rest of the party dealt with the ambush from Shel's family, then cleared out the cultists and spider-lady at the Chenowicz House without the rogue. The mayor walked right by the house to the corn maze, and the rogue decided not to go in with him, which is when he rejoined the rest of the party.
It was a 6 player group, pretty optimized, so they didn't have any major problems with any of the fights. Even the last one wasn't a big deal for them, and only took about 3 rounds, with no real risk of any PCs dying.
Still a fun time. They really got into the role playing, with one person actually using a shirt reroll to succeed at one of the games at the festival, instead of saving it for the later combat. They whole party joined in the 3 legged race, including a lame oracle, and had a fun time playing that out.

Raynulf |
1 person marked this as a favorite. |

I ran this module with one player and two fairly optimized 4th level characters (magus and cleric of Sarenrae), the extra level compensating for the reduction in party size. The characters did not possess many magic items, but made much use of AOE spells and effects (stirges vs. Combat Reflexes = crimson confetti). As always, the experience will vary depending on the group size and composition.
Perhaps it was the combination of decent melee skill, good AC and tactical spell use, but the duo pretty much breezed through every encounter bar the very last, and even then were just a little under half-health by the time it was over.
Encounters: The approach to combat is unusual in this module, with a rather brutal final encounter and a lot of the others heavily dependant on the use of blue whinnis poison, which for those who aren't aware, is a poison that renders its victim unconscious for 1d3 hours. While the cultists are otherwise almost comically underpowered, low AC and Fort save characters should beware. This also means there's a lot of the stuff around, and at 120gp a dose it can rack up to 7,000gp of extra loot if the players are adept at dropping cultists before they can use it. If either of these are concerns to you as a GM, you'll need to have a contingency in mind.
High AC, Combat Reflexes and fort saves are particularly noticeable (i.e. more than usual) in reducing the threat posed by most of the encounters leading up to the finale.
Narrative: There are a few oddities with how the module is put together, which I think bear mentioning:
- First off, the module pretty much paints a neon sign on the PCs arrival in Ravenmoor saying "GO TALK TO THE MAYOR", but then assumes that they will instead meander through town meeting the other NPCs, whom the module spends a couple of full pages detailing, but never gives you much of a chance to use properly.
- Every named character in the town is either CN or CE, which came across to me as somewhat odd design, and frankly rather limiting.
- The Lupescus, and specifically Shel Luspescu are handled very awkwardly. As published the family knowingly and enthusiastically work to get Shel selected to be sacrificed, then desperately run around trying to find ways to get someone to replace her… rather than simply trying to get one of the other girls chosen in the first place. There are a few other questions the scenario raises, but the basic premise demands at least an explanation for the contradiction that the module does not provide.
- Lastly, I would strongly recommend that any GM consider simply tossing the entire "Concluding the Adventure" section out of the window. There is enough clear and obvious evidence – not the least including incriminating journals and the testimony of whomever the players hopefully rescue from being sacrificed – to make the suggested (and rather anticlimactic IMO) ending seem a little ludicrous, even for an insular little town.
Feedback From My Game: Personally I ran Shel not as a CE teenage member of the supposedly secretive cult; she instead competed for the title without realizing she was dooming herself, which made the later confrontation with her parents a lot more interesting, for while they were irredeemably evil, they were still her parents. For the final leg of the adventure, I had both Shel and Vioric (whose son I kidnapped to be the new sacrificial victim) accompany the PCs (though they actually didn't contribute a huge amount, and were mostly extra eyes and hands). At the end Vioric was installed as the new mayor while Shel opted to leave town with the PCs (as a cohort-in-training), having sold her parent's business and no longer wishing to remain in Ravenmoor.
As for the parents? The mother encouraged Shel to pursue her romantic interests towards the chosen PC as he seemed "quite the catch", while regaling her with stories of when she was young, reckless and had secret trysts out at the old abandoned farmstead... Events go as expected, disguised parents and stirges jump out, flail ineffectually, demand said PC's surrender, get a Color spray to the face and then bound & gagged to face trial and justice at the hands of the new mayor after the adventure was concluded – though Shel opted to leave town before justice was administered.

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Man, I've always hated detect evil. =-)
How to handle:
** spoiler omitted **Or something like that.
As for the flayleaf and PG-13 concerns:
** spoiler omitted **...
Okay, this actually explains my question I was about to ask. Kriegler has two sets of stats. One at the end, and one in the town description. One of things was not like the other at all.
So basically it's just an editing error.
Artemis Moonstar |

.... Gotta love when the party manages their stealth checks to go check out the Chenowitz place. Taking a break ATM which is giving me enough time to try and figure out how to run this....
They slaughtered the misbegotten villagers with a series of good initiative checks and lucky crits. Rolled, and everyone else in town never noticed any noise. They harvested the flayleaf and just meandered in through the secret door into the lab....
I think I'll let them wander around, discover everything, kill the stuff... But I'll probably roll a percentile with an increasing 10% chance there's a cultist that notices them, and puts out the alarm. If they somehow avoid detection the game will continue as normal... Unless they do something silly.