Pathfinder Module: The Moonscar (PFRPG)

3.30/5 (based on 3 ratings)
Pathfinder Module: The Moonscar (PFRPG)
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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!

ISBN-13: 978-1-60125-426-9

The Moonscar is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (106 KB zip/PDF).

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

Archives of Nethys

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Epic Adventure Seed, and Solid Statblocks, But...

3/5

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.

-Matt


Hard to Review

4/5

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.


Good module, but wasted use of setting

3/5

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.


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Paizo Employee Director of Brand Strategy

Kvantum wrote:

I have one question that is spoiler-related about the actual layout of the dungeon: how are the PCs supposed to

** spoiler omitted **

Spoiler:
By walking or flying. The outcrop isn't connected to the rest of the structure beyond being part of the larger spire of moon glass on which the shrine is built. That's part of the succubi's deception...to get to the next level, you have to look outside the obvious top layer.

Kajehase wrote:
It's Pettilicious. No, we use that one for Daigle... Hm... Pettastic? Pett-it-forth? Pettendous? Pett is better than petting?

Pett-tacular?

Scarab Sages

Mark or Mike, I am surprised to see this module has not yet been sanctioned for Pathfinder Society Organized Play. Is this forthcoming? Thanks for your time and response. EDIT: Never mind; I just saw the notice. My apologies.


so what is the new monster?


I've finally gotten the chance to read through this and I'm a little disappointed.

It doesn't really seem like being on the moon adds anything to the module.

What would be different if the Blighted Orchard was somewhere remote on Golarion? Some of the backstory would have to change, but the actual adventure content could easily be the same.

It's still a good adventure, I'd just hoped the "Distant Worlds" part would be emphasized more.


thejeff wrote:

I've finally gotten the chance to read through this and I'm a little disappointed.

It doesn't really seem like being on the moon adds anything to the module.

What would be different if the Blighted Orchard was somewhere remote on Golarion? Some of the backstory would have to change, but the actual adventure content could easily be the same.

It's still a good adventure, I'd just hoped the "Distant Worlds" part would be emphasized more.

I see your point; my feeling is that due to the nature of the beast, i.e. the modules being rather small, that providing a rich chunk of background material to EMPHASIZE the "Distant Worldly" nature of the place isn't possible.

My model for something like this would've been the 1e module S4 The Lost Caverns of Tsojcanth.

There was a big wilderness tramp, with a large dungeon, and an extra book with just a gob of new monsters and new spells and a few magic items;........that feels more like what Paizo does with the AP's than the modules currently; it's almost too bad they couldn't put out a "super mega module" every once in a while. Something like that might actually enable the "Distant Worlds" part to actually be emphasized more.


1 person marked this as a favorite.

As it is, though, I'm really brainstorming a lot of stuff from this module, linked to the encounters that allready are there; I kinda feel like I could slap together my own private S4 for the Moonscar off of what I'm coming up with.

(after throwing some Larry Niven and Edgar Rice Burroughs in there).....

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

One big difference I see for it being on the moon is 'retreating home' isn't a ready option. I mean there's no chance of popping to town for something useful, or a '15 minute adventuring day' type scenario.


Yeah. I'm not sure how to make it more Moonlike. Maybe having to cross a section of Dead zone? Doing something interesting with the low gravity? (Harder at high levels where everyone can probably fly anyway.)

Part of the problem, of course, is that the whole sword and planet genre is based on going to other planets to encounter weird races and ancient cultures that don't exist back home, but Golarion's already full of weird races and ancient cultures so it's hard to top that.


Matthew Morris wrote:
One big difference I see for it being on the moon is 'retreating home' isn't a ready option. I mean there's no chance of popping to town for something useful, or a '15 minute adventuring day' type scenario.

You probably get there through a portal. You're really not that much farther from town or a safe place to rest than usual.

Makes teleport a little harder, since you'd need two and have to use the portal, which they could guard. Not really any different than the levels before teleport gets easy.

Dark Archive

Spanky the Leprechaun wrote:
...it's almost too bad they couldn't put out a "super mega module" every once in a while.

Paizo mentioned during GenCon that they're considering experimenting a bit with the length of the modules they produce for the Pathfinder Modules line. Not to say that we'll start seeing super mega modules any time soon, but it is an indication that we might see a higher page count for some modules (and possibly a smaller page count for others).


What are the new monsters in this book?

Dark Archive

Somalcygot (aberration) - a tentacled flatworm and then some.


I would like to say that I am running this module right now for my players (with some modifications) and we're having a great time.

In case someone wants to use it, I would like to recommend the following (spoilered due to mature themes and obvious spoilers):

Spoiler:

- I have added a village near the lake, where a few dozens of dretch-like humanoids toil maintaining a veritable army of inactive Retrievers.

- there is a constant threat of creeping dawn (the dawn here brings a great fire which consumes all creatures, only to let them respawn upon the coming of the night).

- make the succubi talkative. Let them brag, be friendly and above everything... let them enjoy pain, and even death.
One of the PCs, a paladin, freaked out when a Shantak-riding Sister of Vigilance sheathed her weapon and let him kill her profusely thanking him for the honor and ultimate pleasure.

- all succubi wear mortification devices (enchanted scale mail shirts +2, which tear into wearer causing intense pain, and in case of these succubi, ecstasy). Emphasizing their joy at their own suffering with every stretch of their bodies.

- note: Sisters of Vigilance look like emaciated skeletal hags - years spent bathing in radiation and void of space made them look really unappealing.

- make the alu-fiends also death-flirting - a half orc barbarian had its moment of doubt, when a maid forced him (charm + suggestion) to start beating and strangling her. True-Seeing users tried to convince him that he hurt a demon (Alu-Fiends in my games look totally human thanks to personal illusions, and illusion piercing means reveal them as having gaping dark holes in places of eyes and mouths), but the guy had its shock.

By the time the PCs left the shrine, they were so afraid to inflict violence, that they never even thought to strike out at Euphrixia, and with sheer gratitude accepted her help in getting to the next stage.
Consequently a battle with bugs from space came as something of a relief. Let's what they think when they get to the real part of the Ring of Agony.

Regards,
Ruemere

The Exchange

Played this yesterday with our 16th level PFS characters. Some interesting bits to it, the low gravity on the moon made for some interesting jumping situations!

Spoiler:
some of the fights were absolute pushovers, the vampires and the BBEG notably. Vampires and vampire succubi got blown away by sunburst, and the BBEG got off one attack, and then we alpha striked her by quickening a chain lightning on her and her mount, then D-dooring our melee fighters right next to her...killed her and her mount with a viscous vital striker with bleeding staggering criticals, and my double sword power attacker (8 attacks hasted). One round, done.
The challenging fight was with the three glabrezu's, while getting betrayed by some guy we rescued at the same time...reverse gravity kept our fighters from being very effective for a couple rounds, while power word stuns, at-will unholy blights, and even some melee attacks really trashed our casters and our rogue...the rogue had to be limited wished back to life twice in the fight (as breath of life) and our boom wizard was stunned 3 rounds...but they got out of there after that and the fighters were able to take care of business eventually...that was a challenging fight.

So, now we only have one more mod to play and our first PFS characters will be maxed out...


Chernobyl wrote:

Played this yesterday with our 16th level PFS characters. Some interesting bits to it, the low gravity on the moon made for some interesting jumping situations!

** spoiler omitted **

So, now we only have one more mod to play and our first PFS characters will be maxed out...

That chain lightning shouldn't have affected her at all - demons are immune to electricity. On the other hand, losing her mount like that might have caused her problems (but not of the falling damage kind as she can fly).


Chernobyl wrote:

** spoiler omitted **

Been reading this for GMing soon. Honestly, it's there anything in Pathfinder that can counter your delta-strike tactic, Chernobyl? I would like to be prepared for it by knowing what my options are, if possible.

-Matt

The Exchange

not specific to this mod, but in general you need to prevent them from getting next to you and getting in the full attack. At this level fighters are balls out damage monsters and if they can't remove half the BBG hit points in a full attack then they're built wrong.

Not much can stand up to it for sure. A contingency spell might do it, tied to a D-Door to D-Door say 20' away - further if you know they have reach or enlarge themselves, etc. requires caster level 12 at least, to tie a 4th level spell to the contingency. Its expensive as well since the material component is 1500gp for the contingency Focus.

Keep PCs at distance. know the illumination/perception rules well. Most PCs have light or ioun torches, and may have mass darkvision at this level, but if the big room is dark then the torches are like spotlights saying 'come get me!'

If the BBG has prep there's Dimensional Anchor as well, but is a short term buff. Beyond that, reduce the chances of hitting. Blink, Blur, Unhallow, etc. Prep and know your spells to put up a challenge. Its hard to justify rewriting enemies in a PFS setting, but I do it in AP's extensively - ask my Jade Regent group! :)


OK, so it sounds like there really isn't anything that a non-arcanist can do about the high-init Dim Door round one delta strike? There's no PF version of Anticipate Teleportation or a feat which would grant at least an AO if something teleports in next to the monster? What about immediate-action teleports?

EDIT: Teleport Tactician, nice, but fighter-only and on the back of a big chain.

The distance/miss chance game can be played, of course, that stuff I already have tools for. It's the delta strike that I don't know of tools for and am wondering about.

-Matt

Owner - House of Books and Games LLC

Mattastrophic wrote:

OK, so it sounds like there really isn't anything that a non-arcanist can do about the high-init Dim Door round one delta strike? There's no PF version of Anticipate Teleportation or a feat which would grant at least an AO if something teleports in next to the monster? What about immediate-action teleports?

EDIT: Teleport Tactician, nice, but fighter-only and on the back of a big chain.

The distance/miss chance game can be played, of course, that stuff I already have tools for. It's the delta strike that I don't know of tools for and am wondering about.

-Matt

All the things I can think of involve spells; that whole Dimensional Savant tree of feats they added is a nightmare to counter as a GM; it's hard to justify not having every single high-CR creature angling to get that full tree.

Only other thing I can find that isn't a custom magic item is the void pennant, which has to be activated; i.e. it isn't on all the time.

Well, there is one other thing - a construct with a readied action. I would rule that an actual creature couldn't hold a readied action forever (though technically, by the rules, they could hold it until they passed out from thirst or starvation, since there's also no RAW fatigue rules for lack of sleep), but a construct - that's a whole different matter. That animated statue could spend 100 years waiting for something teleport in next to it and would be just as ready after 100 years as it was in the first minute.

I'll also note that in Chernobyl's case specifically, while technically their characters may be playing at CR, experience and optimization and tactics count for a lot too and can bump their effective party level a lot. So if I were running a game for their party, odds are pretty good none of the encounters would be run as-is, from the sound of it.

Also note that wandering monsters are great for burning resources. The 15-minute adventuring day is a very problematic beast :)

The Exchange

yeah, we've been playing these characters together exclusively since Paizocon 2010 or 2009 I think, we were the only group playing the 10-11 tier of Year of the Shadow Lodge at that paizocon.
A couple mods later we did Eyes of the Ten, and then we were pretty much locked in to playing together since nobody else around was that high a level. Now they're 18th and ready to retire after playing Runelords part 6, we're trying to line up a GM locally.

Tactics count for a lot. We have a master trapsmith (our healer!), a boom wizard, a boom arcane archer, a crit monkey fighter, and my damage monkey fighter.


OK, guys, I think I've found the answer.

-Matt

Owner - House of Books and Games LLC

Interesting. I wonder why it wasn't in the d20pfsrd database?

(edit) Oh, I remember - I wasn't looking in the spell DB, I was looking in the Feats DB.

However, I'm glad to see they've given teleport trap a Will save (unlike anticipate teleportation. Man that was annoying; I am so tired of spells which there's no way to overcome (like euphoric tranquility ... dropped that on my party once and the players were pissed).

Contributor

I plan on running this tomorrow. I know the fighter is going to cut through a lot of these creatures quickly. I believe I will bump up the General in stats and weapon bonuses to make him more of a challenge. I will see how it goes!

Dark Archive

has anyone managed to convert this for epic play?

Grand Lodge

Being run at Origins this year. Looking forward to it.

The Concordance RPG Superstar 2008 Top 32

So my group has talked me into running the Moonscar for them in two weeks. I am looking for expansions for the module -- like details on the Void Boys (and what might be going on there), if the fire giants, or the troglodytes. Basically anything that isn't detailed in the module.

Has anyone done anything they would like to share? Or point me in the right direction?

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