Pathfinder Module: The Dragon's Demand (PFRPG)

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Pathfinder Module: The Dragon's Demand (PFRPG)
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Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

"The Dragon’s Demand" is a deluxe super-adventure for 1st-level characters, and includes 64 action-packed pages of adventure and new monsters, plus a beautiful double-sided, full-color poster map of the town of Belhaim and an important miniatures-scale battleground! Players can expect to reach 7th level by the time they complete this epic adventure—if they manage to survive the wrath of a dragon when his demands aren’t met!

Written by Mike Shel.
Cover Art by Lars Grant-West.

Pathfinder Modules are 64-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, a double-sided poster map, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

ISBN-13: 978-1-60125-527-3

Bring your campaign to life!
The Dragon's Demand SoundPack from Syrinscape is a complete audio solution when playing The Dragon's Demand adventure.

The Dragon's Demand is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (356 KB zip/PDF).

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

Hero Lab Online
SoundSet on Syrinscape
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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

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Really Appreciated the all the GM Support for this Great Module (GM review)

5/5

To start, the foldout map of the town was great to have. Between the Syrinscape sound pack, the Face/Item/Quest cards for Dragon’s Demand that I could give my players, and the Hero Lab encounter library from Lone Wolf Development, I was free to focus on just learning the module, tailor it to my table, pick pawns, and decide on maps, which was fine considering how much extra time I had. I was able to learn the setting and its people, so that I did not need to reference the book very much during play. Having a town with the right amount of detail (shop names, npc names, mannerisms, etc.) it was easy to elaborate on the setting and bring it out. So, the module greatly enabled me to focus on bringing the setting to life at the table, rather than focusing on the mechanics of it all, from the resources in the module itself and the external support.

The players thoroughly enjoyed it, and the bulk of character development (personality) took place in this module. Though the PCs are advised to be from out of the town, I found it helpful to have 2/5 characters be from the rural outskirts: foresters. This made the players more motivated to protect the region. Though this module is set in Taldor, Golarion, it can easily be adapted for any medieval fantasy setting. SPOILERS!: you can see pics with description of our play-through on our group Facebook site in our Golden Watch, the Next Gen album (contains SPOILERS!): https://www.facebook.com/darkjusticeinc/


Some high spots, some low spots--player review

3/5

This is based on the first half. I'm not positive we'll see the rest and I really feel like writing a review.

Most of the reviews have come from GMs. Our GM seems to be enjoying running this. As a player, though, I liked the first few sessions and then ended up intensely disliking the Manor House arc. A couple of problems:

(1) This arc makes too-heavy use of "put in something the PCs can't handle and then give them the gimmick they need to handle it." I counted at least three of these in quick succession, and by the third I was sick of it. (I have been warned that this continues to the end.)

(2) The GM chose to play buying and selling strictly by the rules, meaning there was nothing useful we could buy. So the cash awards came across as a useless tease, and the well-equipped friendly NPC came across as an even worse one. I'm told that this reverses later, but short of the GM flatly telling them, the players won't know this.

Having "there's money but you can't buy anything," "there's treasure but you promised not to take it," and "there's treasure but it would offend a valuable ally if you took it" back to back in an arc where the PCs were missing very basic stuff...not that much fun. It might have been a good idea to tell the players "No resupply until much later" right away, as one would for _Serpent's Skull_ #1. I'd have made a different character if I'd known.

(3) I know it's standard for modules, but still, I hate going up a level every session, especially when the events are so crowded together. We went from 1st to 5th in 4-5 days, and the whole dynamic of interacting with the townsfolk became bizarre.

Rapid advancement with no downtime has a sort of cartoonish feel. Which could be okay, but the NPCs should be more broadly drawn, like cartoons, to support the flavor. Instead they were relatively realistically drawn, and this was jarring. (I acknowledge, though, that a lot of players like rapid advancement and for them this will not be a problem.)

So, a lot of griping. I did like the early parts quite a bit. GMs may want to carefully read through the Manor House and see if it's likely to be a bad fit for their group as it was for ours.


5/5

Writing this review while its still all fresh in my head..

Party: Occultist, Paladin, Samurai, Inquisitor of Iomedae, and Rogue.

An easy recommend. I GM'ed the module over the course of about 3 months, with fortnightly games. And I think the players really got a kick out of it as well.

The module itself is very classic high-fantasy adventure, with the backdrop of a mysterious accident to get the ball rolling, the PCs explore caves, tombs, and abandoned monasteries. And there's even a Dragon! Or is there...

The entire thing felt very cohesive plot-wise, with each dungeon feeding into the overall plot. Admittedly the players didn't quite pick up on the entire backstory, but I've found that tends to be the case with most RPGs.

NPCs were memorable and the players found themselves checking in on certain villagers every time they came back from an adventure.

The only bad thing I can say about it is that it has ruined Paladins for me. We had one in the party, and in the space of a single round (with a few buff spells) managed to land 3 critical hits against the BBEG. There wasn't a lot left of the poor BBEG after that. Not to mention he had passed all the saves and blocked every attack sent against him. And just for reference the Samurai got killed in round 2 of the same fight. That said, the final boss did get to use all their "tricks" which for me as a GM is deeply satisfying.

Like I said, its a great module, and if you feel like you can't commit to a full AP, then this adventure is a good alternative.


The Perfect Intro

5/5

Picked this up my first module to run as a DM. Everything was well laid out and easy to follow. The pacing was good and even allowed for some additional encounters to be added in. The map of the town was nicely detailed. I recommend this for any group, but it is a superb intro to the pathfinder world for both DMs a players, covering a large variety of creatures, terrain, and experiences.


Awesome as a module or a short campaign

5/5

I really enjoyed this adventured, I GM'd for a group of 5 players, 1 brand new, and 2-3 who haven't played Pathfinder before. I highly recommend this module, the encounters were good and the plot was pretty solid. I do have some minor annoyances, but they are greatly outweighed by the quality of the adventure.

1. The maps - They were great, they were all distinct and looked great. Unfortunately most of them were hard to draw and since the GM is only one that really gets a good look at them in the book a lot is wasted. Some of them are nice and easy to draw, but some of them are just a map drawn and then a grid overlay thrown on top, it would have been nice if the artist had at least kept mostly to a standard grid line just so it's nice and easy to make. The crypt of Tula is nice with it's room types (oval and circular) but it doesn't translate too well into a drawn board. The monastary is HUGE, I had a Chessex Mondo mat (4.5'x8.5') and two mega mats (3'x4') and the Monastary took up most of that (and I had to fit some rooms on there by making up space). I really like drawing everything, so if you don't it's not a big deal. I wish they offered a printed map pack of it. The only included combat map is pretty much the most useless map in the whole adventure.

2. The story - Good story, adventurers come into town and investigate some problems, root around and find a dragon, kill dragon, save the town, become ultra wealthy. There were good NPCs there, though the guidance on much of it is pretty ambiguous, so some of the background I didn't feel I utilized well. The plot for the town was very nice, and I hope that makes it into more modules.

3. Loot - Starting at the tomb your players will get a TON of loot, and some of it's super expensive. So if you're planning on continuing the adventure after this module you need to take that into account. But the players love it.

4. Combat - There's a good mix, from the traditional dragons and kobolds, to the unusual, running through a wizards house. Good mix of everything, I enjoyed it, there were some encounters that were really easy, and some wern't. I added more to pump experience into the players because to hit the experience marks the module wants you is pretty tight with 4 players. In the end my players made it to the last fight at level 6 instead of 7, but they ran the encounter very well and wern't at risk (only one death). You have access to some DM NPCs to act as a release valve should stuff get too tough (and they are pretty darn powerful).

5. Overall - I'd highly recommend it, and wouldn't hesitate running it again, Mike Shel wrote an excellent adventure.


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Silver Crusade

Dragon78 wrote:
This new format sounds awesome to me, now I might start getting the modules again. Also this opens doors to modules on Castrovel, Akiton, Numeria, The First Worls, etc. and it will do them justice that a 32 page one couldn't do.

Exactly my thoughts on this change up in format, and hopefully focus.

Bring on the bad guys!

Sczarni

Is the poster map in line with the map folio poster maps or more like a two sided flip mat? Please be a two sided flip mat from the adventure. That would be so much nicer. I love your campaign maps (I've got many of them) but I want an adventure that comes with the maps. The modules line would be great for this!

Paizo Employee Creative Director

At this point, the plan is to have the poster map be a map of the city and the region that the adventure focuses partially on, NOT a battle map.

Sczarni

James Jacobs wrote:
At this point, the plan is to have the poster map be a map of the city and the region that the adventure focuses partially on, NOT a battle map.

So is this to say it's not entirely out of the question? I'll even take a high res pdf of the battle map printed in the book that I can print out on 11x8.5 (I think this is standard paper size) paper and tape together. Anything to alleviate the time consumption of drawing the darn map with markers and my players not being able to appreciate the true scope of the map that is in my book. This has been my biggest hang up on purchasing adventures (and I'm an AP Subscriber). The maps in the books are fantastic and I just want my players to have the real appreciation and feel like they are really in the place I describe to them.

Rant over. Looking forward to this. Will be switching over to a module sub instead of the AP sub soon. Modules will be easier to run and require less time commitment from players. Pretty stoked to see quarterly and bigger. More time to play them, less feeling like I'm being overwhelmed by a bunch of books that I'm not ready for (my general feeling with the AP line).

Paizo Employee Creative Director

Icaste Fyrbawl wrote:
James Jacobs wrote:
At this point, the plan is to have the poster map be a map of the city and the region that the adventure focuses partially on, NOT a battle map.

So is this to say it's not entirely out of the question? I'll even take a high res pdf of the battle map printed in the book that I can print out on 11x8.5 (I think this is standard paper size) paper and tape together. Anything to alleviate the time consumption of drawing the darn map with markers and my players not being able to appreciate the true scope of the map that is in my book. This has been my biggest hang up on purchasing adventures (and I'm an AP Subscriber). The maps in the books are fantastic and I just want my players to have the real appreciation and feel like they are really in the place I describe to them.

Rant over. Looking forward to this. Will be switching over to a module sub instead of the AP sub soon. Modules will be easier to run and require less time commitment from players. Pretty stoked to see quarterly and bigger. More time to play them, less feeling like I'm being overwhelmed by a bunch of books that I'm not ready for (my general feeling with the AP line).

It's not entirely out of the question, but it's highly highly highly unlikely.

Sczarni

James Jacobs wrote:
Icaste Fyrbawl wrote:
James Jacobs wrote:
At this point, the plan is to have the poster map be a map of the city and the region that the adventure focuses partially on, NOT a battle map.

So is this to say it's not entirely out of the question? I'll even take a high res pdf of the battle map printed in the book that I can print out on 11x8.5 (I think this is standard paper size) paper and tape together. Anything to alleviate the time consumption of drawing the darn map with markers and my players not being able to appreciate the true scope of the map that is in my book. This has been my biggest hang up on purchasing adventures (and I'm an AP Subscriber). The maps in the books are fantastic and I just want my players to have the real appreciation and feel like they are really in the place I describe to them.

Rant over. Looking forward to this. Will be switching over to a module sub instead of the AP sub soon. Modules will be easier to run and require less time commitment from players. Pretty stoked to see quarterly and bigger. More time to play them, less feeling like I'm being overwhelmed by a bunch of books that I'm not ready for (my general feeling with the AP line).

It's not entirely out of the question, but it's highly highly highly unlikely.

So, after spending like ten minutes making a shoddy ancii picture of a Sad Panda, I previewed it and realized the font in type and the final fonts aren't exactly the same. So, suffice to say, I will not be blessing you with that atrocity to haunt your dreams. But this information makes me one sad panda, sir.

Liberty's Edge

James Jacobs wrote:
At this point, the plan is to have the poster map be a map of the city and the region that the adventure focuses partially on, NOT a battle map.

How will the poster be attached to the module? With gum glue, perforated tears... or shrink wrap?

I vote for Gum Glue...

Paizo Employee Creative Director

5 people marked this as a favorite.

UPDATE: One side of the poster map will indeed have a battle map of a key encounter location.

I suspect the poster map will be attached with gum glue.


James Jacobs wrote:

UPDATE: One side of the poster map will indeed have a battle map of a key encounter location.

I suspect the poster map will be attached with gum glue.

That's an excellent development. Thanks for trying it out.

.
I'll be keen to see how it's received (I've been hoping you'd start to experiment with the occasional battlemat in the map folios for the odd iconic location/climactic battle. This is probably a better place to see how people like it).

Liberty's Edge

James Jacobs wrote:

UPDATE: One side of the poster map will indeed have a battle map of a key encounter location.

I suspect the poster map will be attached with gum glue.

Great news!


I really like the kind of versatility this map design offers!

Ruyan.

Silver Crusade

This format is a most welcome change in my opinion. I am really looking forward to this! Good thinking fellows.

Liberty's Edge

What do you recommend for where the characters and/or adventure start? Reading the Taldor companion book, Wispil offers many races or will the village of Belhaim better suited? Will we see traits for Belhaim or just Taldor ones?

Contributor

Aromaz Esoj wrote:
What do you recommend for where the characters and/or adventure start? Reading the Taldor companion book, Wispil offers many races or will the village of Belhaim better suited? Will we see traits for Belhaim or just Taldor ones?

Unless James makes some major changes during development, we're strongly discouraging any PCs being from Belhaim--hard to "discover" a new town if you grew up there.

For the rest of it, I think James will be handling those aspects.

Shadow Lodge

"64-pages"

Yay!

"Quarterly"

Boo!

End result: less non-AP adventures. Once again: Boo! I'd far rather the already stretching for ideas Player Companion line be cut back to quarterly (or even bi-annually) than the module line.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Kthulhu, your math is off:

Quarterly 64-page modules: total of 256 pages/year
Bi-Monthly 32-page modules: total of 192 pages/year

End result: more non-AP adventure!


1 person marked this as a favorite.
Zaister wrote:

Kthulhu, your math is off:

Quarterly 64-page modules: total of 256 pages/year
Bi-Monthly 32-page modules: total of 192 pages/year

End result: more non-AP adventure!

But less different adventures.

That's what makes me a little less enthusiastic about this change.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I already have more Paizo adventures I could ever hope to run, even with three separate groups, so I don't mind the decreasing number of new modules. And I like longer, more involved adventures.

Shadow Lodge

thejeff wrote:

But less different adventures.

That's what makes me a little less enthusiastic about this change.

Exactly.

Shadow Lodge

Winter_Born wrote:
Dragon78 wrote:
This new format sounds awesome to me, now I might start getting the modules again. Also this opens doors to modules on Castrovel, Akiton, Numeria, The First Worls, etc. and it will do them justice that a 32 page one couldn't do.

Exactly my thoughts on this change up in format, and hopefully focus.

Bring on the bad guys!

Of course, with the reduced number of modules, it would take a full year to do just the examples you listed, and that is if all other possible topics were ignored.


I am stoked for this change, planning to sub as soon as it goes in to effect.

The Exchange

Kthulhu wrote:
Winter_Born wrote:
Dragon78 wrote:
This new format sounds awesome to me, now I might start getting the modules again. Also this opens doors to modules on Castrovel, Akiton, Numeria, The First Worls, etc. and it will do them justice that a 32 page one couldn't do.

Exactly my thoughts on this change up in format, and hopefully focus.

Bring on the bad guys!

Of course, with the reduced number of modules, it would take a full year to do just the examples you listed, and that is if all other possible topics were ignored.

Would you rather see them not handled at all? or handled in a really thin, lacking way? because Iv'e seen some modules with COOL concepts that were just "meh" becuase there really wasn't room enough to breathe. I hope some of those concepts (for example: plane hopping module, MOON module, high level adventure, etc.) will be revisited in the new format.

Liberty's Edge

I think an overlooked point here is that if this line really takes off (considering this a relaunch) then they can always add more to the pipeline. (Assuming it doesn't cannibalize AP sales.)


Going to this format makes me want to start a Module Subscription with this.

Liberty's Edge

Yeah, I'm planning to restart mine when this becomes available.

Paizo Employee Creative Director

Aromaz Esoj wrote:
What do you recommend for where the characters and/or adventure start? Reading the Taldor companion book, Wispil offers many races or will the village of Belhaim better suited? Will we see traits for Belhaim or just Taldor ones?

We have no plans to do traits for this book. We only do campaign traits for Adventure Paths.

Dark Archive

How many players is this module for? did I miss this detail?


I'm fairly certain the standard assumption for any Pathfinder module is 4-5 players.

Paizo Employee Creative Director

We assume 4 players for all modules and adventure paths. But going up to 5 players is generally no big deal and doesn't require much adjustment.


1 person marked this as a favorite.
James Jacobs wrote:

UPDATE: One side of the poster map will indeed have a battle map of a key encounter location.

I suspect the poster map will be attached with gum glue.

YES!!! Excellent result.

I'd be happy to take both sides of the poster map as a key encounter location. The reasoning is as follows: a nice picture of the town or region that is in the module itself I can easily show and have the players appreciate it suitably - I don't need that in a larger format on a poster. If the town/region features so prominently that we want to use it and flag it - then a poster-size version is nice, but a once-off use only; so the likely course would be to print out just that town/region and work of that.

But key encounters in battlemap posters are just... great! They see definite intended use, increase atmosphere, and accelerate story-to-action time.

I freely admit that I am subscribed to the Pathfinder Comics line purely on the grounds that it has a little battle map included.

Paizo Employee Creative Director

1 person marked this as a favorite.

The idea with not putting a battlemat on both sides is twofold—

1) Lots of GMs enjoy putting poster maps of towns or areas that feature prominently in the adventure up on a wall so the players can not only reference it as the game continues, but also so that it's a visual reminder/decoration of the area in question.

2) By making the map of the town be a poster map, it's a LOT easier to get details in there and allow the PCs to visualize things better than having to hold open the book every time someone wants to know where the trading post is.


I know you're doing a lot of work on Dragon's Demand this week, James, after the long weekend at the office. I was curious to know, since you're neck-deep in this adventure, what are you most excited about to showcase to players with this adventure?

Paizo Employee Creative Director

1 person marked this as a favorite.
Lucent wrote:
I know you're doing a lot of work on Dragon's Demand this week, James, after the long weekend at the office. I was curious to know, since you're neck-deep in this adventure, what are you most excited about to showcase to players with this adventure?

A couple of things—

1) How Paizo handles a dragonslaying adventure. We've not done many of these yet—there's been plenty of dragons before, but most of them aren't the focus of the whole adventure plot.

2) Revealing a little bit more info about the Dominion of the Black. We touch on them a little in "Doom Comes to Dustpawn," but this adventure MIGHT be the point at which we let folks know what they are. MIGHT be.

3) There's an auction!!!


1) I'm really excited to see a dragon-centric storyline. I had anticipated dragons focusing heavily in Jade Regent because of eastern-fantasy tropes, so this is a welcome development.

2) :O

3) Ooh! My players had so much fun with the auction at the beginning of Pact Stone Pyramid when I ran it. I'm really glad to see that sort of event coming up again.

The Exchange

So looking at the dates when modules will become avilable, it seems like 3 (!) modules will cone out at may 2013 (Fangwood Keep, Dustpawn and thiss one). Busy month!

When will the next couple of modules be announced? seems like after may, there will be only the Alkenstar module in the "preorder" product list...

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Lord Snow wrote:

So looking at the dates when modules will become avilable, it seems like 3 (!) modules will cone out at may 2013 (Fangwood Keep, Dustpawn and thiss one). Busy month!

When will the next couple of modules be announced? seems like after may, there will be only the Alkenstar module in the "preorder" product list...

Modules have moved to a quarterly schedule, and Paizo have only announced books until August.

The rules for Round five of RPG superstar also imply that he next module in this line will be the winner's module, so they don't actually know it's title or detail yet.

The Exchange

Enlight_Bystand wrote:
Lord Snow wrote:

So looking at the dates when modules will become avilable, it seems like 3 (!) modules will cone out at may 2013 (Fangwood Keep, Dustpawn and thiss one). Busy month!

When will the next couple of modules be announced? seems like after may, there will be only the Alkenstar module in the "preorder" product list...

Modules have moved to a quarterly schedule, and Paizo have only announced books until August.

The rules for Round five of RPG superstar also imply that he next module in this line will be the winner's module, so they don't actually know it's title or detail yet.

Ha, interesting. Would the winner of the RPG Superstar write a 64 page module? or maybe co-write such a module with an established designer? or will his module just be the old 32 page format ("old" in the sense taht by the time his adventure is published, the 64 page format will be the new standard...)


Already addressed in the Round 5 rules:

Quote:
Paizo’s Pathfinder Modules are now 64 pages. The winning adventure will be approximately 32–40 pages in length. The remaining material for the book will be filled with additional content appropriate for the adventure and its location, such as monsters and magic items. (Paizo will provide this additional content. Some of this additional content may come from earlier rounds of RPG Superstar 2013; if so, the authors of that content will be paid for their work and credited in the module!)


Product Description wrote:

The Dragon’s Demand is deluxe super-adventure for 1st-level characters, and kicks off a relaunch of Paizo’s popular Pathfinder Modules line, which now includes 64 action-packed pages of adventure and a beautiful two-sided full-color poster map with each quarterly release! Players can expect to reach 6th level by the time they complete this epic adventure—if they manage to survive!

Pathfinder Modules are 64-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, a double-sided poster map, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

Fantastic. Good to see super adventures with some bite and length to explore idea, side treks, "plotz" etc. And to take us from 1st - 6th level!!!!

Grand Lodge

This is great! Personally, I love super-adventures and mini-campaigns. Couldn't be better timing either! Have a few friends eager to learn my arcane hobby in the near future. By the time I wrap up the Beginner's Box introduction I have planned they should be ready to roll up their own PCs and tackle this thing!

Also, it really makes me smile that they are kicking off the new format with a dragon themed module. Very traditional and I know the guys are going to love it.


LoreKeeper wrote:
James Jacobs wrote:

UPDATE: One side of the poster map will indeed have a battle map of a key encounter location.

I suspect the poster map will be attached with gum glue.

YES!!! Excellent result.

I'd be happy to take both sides of the poster map as a key encounter location. The reasoning is as follows: a nice picture of the town or region that is in the module itself I can easily show and have the players appreciate it suitably - I don't need that in a larger format on a poster. If the town/region features so prominently that we want to use it and flag it - then a poster-size version is nice, but a once-off use only; so the likely course would be to print out just that town/region and work of that.

But key encounters in battlemap posters are just... great! They see definite intended use, increase atmosphere, and accelerate story-to-action time.

I freely admit that I am subscribed to the Pathfinder Comics line purely on the grounds that it has a little battle map included.

Completely agree here. Regional maps are mostly useless to me, hence the reason i stopped buying the AP folios. Battle maps of the locations in the adventures however are way more useful. Have said it other places and will say it again, please make more battle maps, and less regional maps.

Dark Archive

2 people marked this as a favorite.

Could i make a request that Paizo makes available pdf maps to subscribers in a similar way to what currently happens with adventure paths. I play most of my pathfinder online with Fantasy Grounds so maps without traps, secret doors and room numbers are greatly appreciated. If Paizo can do this I will take a module subscription otherwise I buying cheap off Amazon or ebay and will scan them and edit the images myself but I would prefer to pay for the convenience of having it done for me.


Overall this seems like a good move to me, especially if the adventures are more or less broken into 3-4 parts that one can expect to reasonably complete in a 6-8 hour session. That way for groups that play monthly, they can finish one after three months in time for the next module's release. Or maybe if you have a multi-day marathon session you could complete it in a long weekend or the like.

I like the idea of fewer more comprehensive products that can serve as mini campaigns. If I want something longer I have the APs.

As great as most of the Paizo adventures are, I can't see personally subscribing to this line because I might only have interest in one or two every year or so given how infrequently I get to play.

Now I just wish there was some sort of PDF Bundle subscription. I really like having the physical product for adventures I plan to run but there is also great value in having a PDF. Can Paizo come up with some way where I pay a flat annual fee to Paizo that let's me offset the money I lose on shipping and higher physical product costs (compared to other retailers) by letting me cherry pick books from different lines and throwing in the PDF for free or at a greatly reduced price (maybe scaled on the size of the book)?

Liberty's Edge

I still don't see how this will work with PFS credit. How many sheets is a module now worth? Will your character level all 6 levels with six PFS sheets to show credit? Or do you now have to play from start to finish before receiving any credit? And if that is the case how can a level 1 player beat the end game designed for level 6? Just looking for clarification, I'm excited about the product immensely, I just host many home games of modules for PFS and would like to know how things will work now.

Grand Lodge

Ellestil, I've wondered the same thing. It might be like their inclusion of adventure paths, only a section applies toward PFS.


That would be the easiest way, but also kinda lame. I would much prefer the Modules broken into level sections so that we could easily play them with PFS characters.

And for the love of pete, grant 4.5 PP per level!

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Any chance of a Pathfinder Battles Encounter pack to accompany this set?


I would like to see how this module stand up since a dragon would normally be a major threat and would be a difficult task for starting 1st level players to handle.

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
John Doe 207 357 wrote:
I would like to see how this module stand up since a dragon would normally be a major threat and would be a difficult task for starting 1st level players to handle.

They'll be 6-7th level by the end, which would make a CR 9-10 Dragon a good end encounter


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John Doe 207 357 wrote:
I would like to see how this module stand up since a dragon would normally be a major threat and would be a difficult task for starting 1st level players to handle.

Dragons can met at any age category. Wyrmlings can be fun for 1st level groups.

I've often wanted to run a campaign in which they get to fight dragons at each age category. Not just the city devouring monster, but all the other stages.

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