An interplanetary adventure for 16th-level characters.
For millennia, a complex plot has brewed in a demonic jungle on the surface of the moon—a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queen’s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queen’s subterranean palace of torture, seduction, and depravity. Can the heroes rescue the kidnapped people of Golarion and return them to their positions of power and prominence, or is it too late for the unfortunate victims of the demon queen of the moon?
The Moonscar is an adventure of extraplanetary exploration for 16th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also includes a gazetteer of a wilderness region of Golarion that contains a gate to the moon amid the ruins of an ancient astronomical research station, a detailed dungeon complex beneath the surface of a lunar jungle, and a brand-new space monster, all of which can be easily adapted for use in any campaign setting.
Written by Richard Pett.
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 new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!
But the 32-page format really kills this adventure. There are just too many needless fights which push out what could have been dialog or developed NPCs. A third of the fights are easily bypassed by just being 15th-level, for example.
Also, the production quality of the maps is well below average for Paizo. The maps are, for the most part, vacant grey boxes which do very little to reflect the room descriptions given. It's as if the cartographer drew the maps from gridpaper-sketches, and did not have access to the actual room descriptions.
In all, The Moonscar has some solid statblocks (even if they suffer from Core-only-itis) and an epic adventure seed which can be layered onto many high-level homegames. It seems like it is half-finished, though, and could really have used some more development time.
I have a slight dissatisfaction with this module. It's a nice look at the Moonscar and what's going on there as well as a goldmine for NPCs and villains for my own campaigns, so I don't regret buying it for a moment. But it just falls a little flat when you consider the possibilities of the subject matter.
To be clear, I'm not into the organized play style of gaming that you get with Pathfinder Society but I realize that these modules are released with an eye for that and make allowances. A skilled DM will also be able to embellish and enhance the material, which provides a good foundation.
At the core, my disatisfaction comes with the villains. For who they are and what they're capable off, the adventure's a bit too strightforward, a bit too clean and a bit too much of a dungeon crawl when it could have been so much more.
The Moonscar is set on Golarion's moon, and - as expected - takes a dark approach to the setting, with the part of the moon being described being an Abyssal blight on the moon, inhabited by a Queen of Succubi and her court. As the adventure starts, a gate has been opened between the earth and the moon, and the Queen is sending her minions through to kidnap important people, whom she will brainwash and send back as her slaves.
Unfortunately, although the adventure does a good job of describing the Shrine of the Queen, it does a much poorer job of describing the moon's surface; a lot of potential is wasted here with the wilderness section basically just being combat encounters. You could very easily transplant the adventure to the Abyss and lose nothing.
The adventure is combat-heavy with a few tricks and traps, and although there are some role-playing opportunities, they don't rise to the level of Richard Pett's best works.
Very interesting. When reading about this mod and recalling Mike Brock's earlier post this week regarding PFS gameplay beyond the 12th Level Retirement arch, can we expect this mod to be PFS Approved for retired characters that meet the level requirement?
In general, we endeavor to make as few exceptions within the Pathfinder Society as possible, so if the rules are indeed changed from the current level cap to allow PCs to play adventures above 12th level and advance to 13th level and beyond, then we are likely not to treat this adventure any different from other 13+ adventures. Until this adventure is released (and such time as the level cap on the campaign is lifted) anything could happen, though.
I really hope the funding is reached on Zombie Sky Press's Kickstarter project, "It Came from the Stars," which you are slated to be a contributor on. I think this module and that project would work really great together!
I really hope the funding is reached on Zombie Sky Press's Kickstarter project, "It Came from the Stars," which you are slated to be a contributor on. I think this module and that project would work really great together!
Say, its only a paper moon
Sailing over a cardboard sea
But it wouldn't be make-believe
If you believed in me
Yes, it's only a canvas sky
Hanging over a muslin tree
But it wouldn't be make-believe
If you believed in me
High in the northern Icerime Peaks is a city built around an ancient observatory discovered by the Surtovas centuries ago in the early days of Issia. In spite of its apparent age, the observatory is perfectly preserved, maintained by a powerful, lingering magic. The same night House Rogarvia vanished, Skywatch sealed its gates, and the walled city has allowed no one to enter or leave since, not even couriers or supply caravans. Messages and envoys sent to Skywatch have been ignored and none are known to have left. Even divination magic cannot penetrate its walls to discover what is going on within, or even if anyone there is still alive.
For people that have done Kingmaker would be a wonderful tie in.
You know what I have? D20 Future. Pathfinder space adventure module + D20 Future space rules? Hello, Neo-Spelljammer. We're going to have quite a bit of fun together.
I can't help but be reminded of The Dreaming Stone by Kevin Ross (1997) for CoC.
I was thinking of using it in Golarion, and I wonder how that story might be blended with this one. And seeing that Pett's on board with this, whether Golarion's moon can be linked to Lovecraft's, at least thematically.
Awesome - High level adventure AND captain Pett at the helm. This is a must have.
If this story could be translated to Leng in any way, this adventure will be right in time to become part 7 of my Rise of the Runelords campaign :)
Awesome - High level adventure AND captain Pett at the helm. This is a must have.
If this story could be translated to Leng in any way, this adventure will be right in time to become part 7 of my Rise of the Runelords campaign :)
I don't know how well it will be able to be reskinned into a Leng theme, as it's going to build off the established demonic canon established on the Moonscar, but one of our goals for the module is that it can be used as a capstone for any of our APs, so you may still be in luck!