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

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4.20/5 (based on 23 ratings)

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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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Paizo Employee Creative Director

That'd be like playing goblins in Burnt Offerings. You could do it, but you'll need to rewrite significant portions of the adventure.

Sovereign Court

Jeffery Keown 232 wrote:

Okay, so my group has decided to play a party of a single race. That is, not 2 humans, an elf and a dwarf, but:

** spoiler omitted **

I think I'm in for a bit of a headache. Your thoughts?

1. Your PCs realise the callous disregard the dragon has for their kin?

2. Your PCs are from a different tribe and the local lynch mob are about to burn them all for the crime. Unless they can find the real cuprits!


Jeffery Keown 232 wrote:

Okay, so my group has decided to play a party of a single race. That is, not 2 humans, an elf and a dwarf, but:

** spoiler omitted **

I think I'm in for a bit of a headache. Your thoughts?

If you haven't yet, pick up Player Companion - Kobolds of Golarion. The scaled ones will rise up and rule all!

I've had a look through this and I'm considering making Kobolds the BBEG(uys) of a new homebrew setting I'm working on. They're amazing and your party will have a great time.


A quick read through makes this look pretty good. It feels like its a bit rushed for so many levels covered, but the quests seem to be what's providing a lot of that extra XP needed. The only thing that bothers me a little bit is that some of the quests seem to be things that players would do normally along the way that they would not get extra xp for in most circumstances. Regardless, it seems crammed with action, RP, flavor and some good plottin'. Like with most of the APs, I think a little work on the GMs part to add some extra fluff and sidequests to the solid foundation that's already there could make this an absolute fantastic experience. It still looks super fun running it completely as written.

Dark Archive

When do we get to see the chronicle sheets?


Chris Ballard wrote:
When do we get to see the chronicle sheets?

At a later date...

They got up Rasputin, but this one and book 6 of RoW is coming later.


MJinthePitt wrote:

If you haven't yet, pick up Player Companion - Kobolds of Golarion. The scaled ones will rise up and rule all!

I've had a look through this and I'm considering making Kobolds the BBEG(uys) of a new homebrew setting I'm working on. They're amazing and your party will have a great time.

We have it. That's what caused them to get the idea of playing an all-kobold party. We're going through with it. I'll try and let folks know how it works out.

Silver Crusade

7 people marked this as a favorite.
Orthos wrote:
Kobolds are awesome and you should make the game awesome. =)

Be bold. Be ko-bold.

Scarab Sages

Is there any sort of guidelines for level up milestones in the module, for groups of us that don't use XP?


archmagi1 wrote:
Is there any sort of guidelines for level up milestones in the module, for groups of us that don't use XP?

Yes. There is a notation about what level the group should be for the various parts of the story.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
That'd be like playing goblins in Burnt Offerings. You could do it, but you'll need to rewrite significant portions of the adventure.

My chaotic good goblin rogue is the only surviving member of our original "ROTRL" party. :D

On topic, about halfway reading it and so far I love it. I'm even considering "novelizing" when I'm done. :)

Dark Archive

Are the players meant to use a 15 point build or a 20 point build?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

When will we see a PFS Chronicle Sheet for Dragon's Demand?


Pathfinder Starfinder Adventure Path Subscriber
the Haunted Jester wrote:
Are the players meant to use a 15 point build or a 20 point build?

James Jacobs has mentioned that Paizo Pathfinder adventures assume the "Standard Fantasy" 15 point build.

Most recently here.

James Jacobs wrote:


We don't know your players, so we assume a baseline of 15 point buy for our products. But how much adjusting that upward (or downward!) will impact an adventure? That depends as much, if not more, on your players' skill as it does anything else.

Paizo Employee Developer

1 person marked this as a favorite.
Chris Ballard wrote:
When do we get to see the chronicle sheets?

I have to go with "soon" on this one, much as I know the ambiguity can be frustrating. At this point it's most important that I finish up Gen Con scenarios so that the convention's GMs have materials to prepare as soon as possible. Once that's out of the way, I can get back to creating the Chronicle sheets and any peripheral rules documents for this module's sanctioning.


Pathfinder Adventure Path Subscriber

So...I'm not an expert on the setting's continuity my any means, but what exactly was "revealed" about the Dominion of the Black in this adventure? I loved it overall, but every one is making such a big deal about the Dominion connection and I guess I'm just not getting what the big deal is.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

How can I get the interior maps without the secret doors and other markings?


C Shepard wrote:
Solid adventure. Would love to see some campaign traits for it. Planning to run it as a lead in to Red Hand of Doom. Now just need the after RHoD and I have my Dragon Based AP.

Best idea I have heard today.


Nate Z wrote:
So...I'm not an expert on the setting's continuity my any means, but what exactly was "revealed" about the Dominion of the Black in this adventure? I loved it overall, but every one is making such a big deal about the Dominion connection and I guess I'm just not getting what the big deal is.

I haven't read the whole way through the module yet but yeah, I was kind of hoping for a Dominion of the Black article like appears in the APs. Even just one page of extra text would have been awesome.

Paizo Employee Creative Director

While the Dominion of the Black does play a minor role in The Dragon's Demand... the adventure is not ABOUT the Dominion of the Black.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
While the Dominion of the Black does play a minor role in The Dragon's Demand... the adventure is not ABOUT the Dominion of the Black.

Misunderstanding on my part then. I was listening to Know Direction's Paizocon coverage I would've sworn I heard a Paizo staffer said the Dominion was "revealed" in this module. Probably just heard wrong.

Top notch adventure in any case. I'm looking forward to running it. :)

Paizo Employee Creative Director

Nate Z wrote:
James Jacobs wrote:
While the Dominion of the Black does play a minor role in The Dragon's Demand... the adventure is not ABOUT the Dominion of the Black.

Misunderstanding on my part then. I was listening to Know Direction's Paizocon coverage I would've sworn I heard a Paizo staffer said the Dominion was "revealed" in this module. Probably just heard wrong.

Top notch adventure in any case. I'm looking forward to running it. :)

Actually, you heard right. We DO reveal the nature of the aliens that make up the Dominion of the Black in the adventure for the first time in print.

The Dominion just doesn't have a central role in the adventure. They're off to the side.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Nate Z wrote:
James Jacobs wrote:
While the Dominion of the Black does play a minor role in The Dragon's Demand... the adventure is not ABOUT the Dominion of the Black.

Misunderstanding on my part then. I was listening to Know Direction's Paizocon coverage I would've sworn I heard a Paizo staffer said the Dominion was "revealed" in this module. Probably just heard wrong.

Top notch adventure in any case. I'm looking forward to running it. :)

Actually, you heard right. We DO reveal the nature of the aliens that make up the Dominion of the Black in the adventure for the first time in print.

The Dominion just doesn't have a central role in the adventure. They're off to the side.

Oooooh! Thank you for the clarification.


Can somebody tell me what the:

1# New monsters are?
2# What creatures/monsters/heroes get artwork in this book? Can somebody list the artwork?

Liberty's Edge

1 person marked this as a favorite.

Gancanagh,

New Monsters:

1. Grioth, a bat-like psionic monstrous humanoid race that worships Nyarlathotep.
2. Yangethe, a creepy tentacled psionic spider tree thing. They eat emotions.

Art:

- Various humanoid NPCs
- A raven
- Tonnes of kobolds (my favourite is the kobold with a baby allosaurus pet)
- Lem and a minotaur
- A homunculus
- A shae
- Valeros being vomited on by a gibbering mouther
- A mummy
- A grioth (besides the bestiary entry image)
- A lunar naga
- A brain ooze
- The dragon :)


Thanks Alice for your kind and fast reply!

Cool list btw! Curious at the Brain Ooze art!


Did anyone else notice the noblewoman is middle-aged and her son is old?

Contributor

Devastation Bob wrote:
Did anyone else notice the noblewoman is middle-aged and her son is old?

Lady Origena Devy is in her early fifties, her son Arnholde is about 18 years old. Not sure where your info came from...

Dark Archive

Mike Shel wrote:
Devastation Bob wrote:
Did anyone else notice the noblewoman is middle-aged and her son is old?
Lady Origena Devy is in her early fifties, her son Arnholde is about 18 years old. Not sure where your info came from...

Seems to be a typo in one of the stat blocks somewhere (Remember seeing it myself and doing a double take)

Silver Crusade

Pygon wrote:
RyanH wrote:

Yay! PDF access!

Will interactive maps be released or should I start photoshopping?

If you click on the maps in the PDF and paste them into a graphics program, currently, the hidden stuff pastes with the maps.

I gave some feedback and was told that corrections would be made soon. So, hopefully shortly, you'll be able to click, copy, and save the maps without the hidden stuff coming with them (that is, secret doors and other hidden indicators).

I don't think there will be full interactive maps with initially hidden halls completely missing, but at least the secret doors, traps, and other hidden stuff should be gone when you copy/paste.

Chris Lambertz wrote:
This is on our radar and the update should be pushed sometime this week. An email will be sent out automatically when this happens.

Oh, very cool. I'm prepping to start a VTT run of the module, and this helps me a *lot*. Thanks for the tip.

Kevin Mack wrote:
Mike Shel wrote:
Devastation Bob wrote:
Did anyone else notice the noblewoman is middle-aged and her son is old?
Lady Origena Devy is in her early fifties, her son Arnholde is about 18 years old. Not sure where your info came from...
Seems to be a typo in one of the stat blocks somewhere (Remember seeing it myself and doing a double take)

Speaking of typos, here are two that have stood out to me so far (I've only read the back-matter and the first chapter at this point).

[1] In Churgri's statblock (p. 18), weapon of awe is prepared as a 1st level spell; it's a 2nd level spell.

[2] The second sentence of the Grioth information (p. 62) reads: "They often travel via portals to other worlds via that are undergoing eclipses ..."

Also, I'm confused by the two dragons with the same name. Neither the back-matter nor the "dragon's bones" area nor the final scene or two seem to have an explanation, so I guess I'll find out once I do a real read-through of ch. 2 and 3. Seems strange to leave that story buried rather than previewed in the front or recapped in the back.

***

But that said, the adventure looks like a lot of fun. I'm looking forward to running my group through it. :-)

Sovereign Court

Additional typos I have found so far:

Spoiler:

A9 - the Acrobatics check DC for the non-slime covered section is higher ... I reversed these two DCs.

A10 - refers to "one of the keys found in A4" ... there is only one key in A4 ... unless the mithril daggers will also suffice ...IIRC in the print version the room is referred to as A5 as well

As to the two dragons with the same name:

Spoiler:

The current dragon took on the other dragon's name. His true name does hold some power over him ... read chapters 2 and 3. ;)

Silver Crusade

1 person marked this as a favorite.

Finished my read-through. Great stuff. Can't wait to run it.

Unfortunately, I have to say that the experience of reading the module was soured (though not spoiled) for me by numerous jarring typos or unfortunate repetitions. In addition to those pointed out above, here's what jumped out at me:

Typos etc.:
[p. 36] A threat unfulfilled: "Grioths and a few flame drakes patrol the hinterlands day and night, and unless a group is stealthy–an option unfortunately not available to most of Belhaim's townsfolk. These creatures assault anyone who attempts to travel outside the region shown …"

[p. 42] It's below, not above: "... they can learn the bulk of the above information ..."

[p. 43] (i) It's an awful construction; (ii) twice on the same page!: "Lorem ipsum dolor sit amet," the druid muses, "consectetur adipiscing elit."

[p. 19, 27] Two threatened suppers: "Our great lord shall sup on your flesh!", "I'll enjoy supping on your entrails!"

[p. 37, 48] The door is locked with an adverbially complex lock! : "The door to the crypt is locked with a fantastically complex lock"; "The door is locked with an incredibly complex lock."

[pp. 11-18] Giving First Steps II, with its superabundance of "chipped and fading" wall-paintings, a run for its money: There are 18 pieces of box text for the Blood Vow lair (counting A16 as part of the lair). In which we have: (1) "a few small piles of furs ... are heaped", (2) "it's strewn with stony debris", (3) "thick mounds of moldy straw", (4) "straw is strewn across the floor", (5) "a mound of what appears to be rotten vegetables", (6) "a thick layer of straw", (7) "mounds of moldy straw", (8) "the floor strewn with fresh straw" (and for the bonus, we have an additional [9] "scattered" and a [10] "heaped").


2 people marked this as a favorite.

I plan on expanding this Module using slow level progression. I am going to give an intro of the group meeting to join the Caravan Guard position that gets them to Belhaim and include an encounter there. I plan on slipping in extra side quests as well as adding to the locale a few more sites of interest. I am going to expand the region of Belhaim roughly 5-8 miles. Any thoughts from the posters on suggestions?


1 person marked this as a favorite.

Currently I am populating each of the Townsfolk of Belhaim (Main NPC from each location) using my three different decks of Gamemastery Face Cards. That way when a player wants to visit a locale...or see who is in the Tavern, I can pull out a Face Card (from my binder) and show them. Loving this setting and its Sandbox style! Would love to see a follow-up adventure set in the town but I feel its gonna be up to me to continue the life of Belhaim...and that's OK!

Grand Lodge RPG Superstar 2012 Top 32

I'm slightly confused about the members of the Benhovy family:

Spoiler:
The sheriff's last name is Benhovy, and then there's an NPC, Sir Pelle Benhovy. The sheriff's first name is never mentioned, but I presume the two are not the same person because Mike said in another thread that "The original turnover had some additional encounters that had to be cut for space. My favorites were a haunt in the hills of Dragonfen on the way to Tula's tomb, and a duel with Pelle Benhovy, instigated by the sheriff, who really hates the PCs." Any idea whether they are brothers, father and son, or more distant relatives? And why is Pelle a noble ("Sir") but his brother/son the sheriff isn't, or is he?

While I'm fully capable of filling in the details myself, I wish there had been a little more info on the familial relations. Besides the Benhovies, the Adrases and Kandoses also left me wondering, though I presume the principal NPCs of opposite genders with the same last name are married couples rather than siblings.

Grand Lodge RPG Superstar 2012 Top 32

Oh and regarding the factions:

Spoiler:

I wish that here, too, there had been more info on the faction's motivations and possible hooks for faction-based missions. Now it's just -1 or +1 to initial disposition. But I guess you can't fit everything in...

Anyway, the Abadarans and Shelynites are clearly opposing factions based on the flavor text, but is the Green Faith considered an opposing religion when you're interacting with members of the other two factions? The flavor text doesn't imply they oppose either of the two other factions very strongly. But "opposing religions" could be interpreted to mean "belonging to either or the two other factions".


Is it me, or does it look like the boss might end up really easy?

Spoiler:
I mean, CR 11 vs a level 7 party on its own can be a little dangerous, but the adventure gives you dedicated (green) dragon slaying equipment, as well as the chance to gain a few allies. Furthermore, a few of the quests make you immune to some of the dragon's special abilities, like Frightful Presence.


1 person marked this as a favorite.
Pemberfoot wrote:
I plan on expanding this Module using slow level progression. I am going to give an intro of the group meeting to join the Caravan Guard position that gets them to Belhaim and include an encounter there. I plan on slipping in extra side quests as well as adding to the locale a few more sites of interest. I am going to expand the region of Belhaim roughly 5-8 miles. Any thoughts from the posters on suggestions?

There are a number of third party products that may be used to expand the adventure. Kobold Press's Tales of the Old Margreve, Frog God's Stoneheart Valley, and others that are not springing to mind but are good for snipping out bits to use in other campaigns. Alternatively there might be a few PFS scenarios that are set in or around Cassomir that might be converted for use.

Scarab Sages

Mechalibur wrote:

Is it me, or does it look like the boss might end up really easy?

**Spoiler Omitted**

Yeh, if you befriend everybody you're probably looking at a CR-2 encounter, for favorable odds (or frame it as you're an APL9 party from extra bodies, same dif). The +4 APL "Epic" fight becomes a +2 APL "Difficult" fight. A good set of PCs would probably make it a "Cakewalk" fight, especially if there was a Pal in tow.


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This module is my first Pathfinder module I've ever bought. I'm about halfway through reading it and I already know I'm in trouble. Note - I only bought the paper module, not the PDF. I also don't have the Campaign cards and don't plan on buying them.

To put it bluntly, I have some flaws that impede my games that I run. I have a poor imagination, no memory, and bad organizational skills. I blame the memory on my advanced age, but have no excuse for the others. With all of the locations, people, encounters, etc. it's going to be a nightmare for me to keep everything straight.

In the last campaign I ran, I worked the old TSR Assassin's Knot module into it. To keep track of everyone, I had to make spreadsheets of the people with notes, etc. for each one. I did the same for locations. I'm going to have to do the same for this module, but it will have even more information in it.

Before I do this, I wanted to check here to see if anyone has already done this and would allow me to have a copy of it to save me time typing all of the NPCs in. If not, then when I finally get around to doing it, I'll gladly share what I make, with Paizo's blessing.

Please let me know if you have already documented all the locations and NPCs in a tabular format like Excel.

Thanks,
BEPNewt

Contributor

3 people marked this as a favorite.
Serpent wrote:

I'm slightly confused about the members of the Benhovy family:

** spoiler omitted **

Sir Pelle Benhovy is

Spoiler:
the one and only Benhovy in the town, he is an aristocrat, and he is naturally jealous of any esteem the party earns in the eyes of the townsfolk (who generally see Benhovy as a bully and an arrogant prick) and especially Baroness Origena.

The other members of his household are two servants. The sheriff is a bachelor, perhaps because he has not yet secured a politically and/or economically advantageous marriage.

Contributor

Mechalibur wrote:
Is it me, or does it look like the boss might end up really easy? <egregious spoilers snipped>

The module assumes a 4 person party. You may be thinking of CR 11 vs, a party of 6 (for which PFS scenarios since season 4 are desigened).

Four 7th level PCs vs. the BBEG, even with the potential aid available(assuming they gather every scrap of it and have snapped up every bit of XP in order to reach 7th level) should still be a nail biter at least. The Core Rulebook (p 397) calls an APL+3 encounter "epic." So what would this one be?

Of course, some parties may prove me wrong. If you think the boss would be a cakewalk, deny the party some of the aid or XP opportunities to get them up to 7th.

Liberty's Edge

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Tarondor wrote:
How can I get the interior maps without the secret doors and other markings?

Use the Screen Capture feature in Adobe Acrobat Reader to take a screenshot of the map. Then paste that into either Photoshop or Word. It shouldn't copy the secret door markers as those are usually on a different layer of the graphic.


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Mechalibur, just an FYI, I flagged your post to have spoilers added. I figured since this is the product thread rather than a GM thread, it's probably best to keep specifics like that under wraps.

Cheers.

Contributor

Why is a 4-person party assumed on this if even PFS has gone to 6? Just curious. I haven't read it yet.

Grand Lodge RPG Superstar 2012 Top 32

Mike Shel wrote:
Serpent wrote:

I'm slightly confused about the members of the Benhovy family:

** spoiler omitted **

Sir Pelle Benhovy is ** spoiler omitted **

Ah, gotcha. Thanks for the additional info, Mike!

It's a pity there was no room in the module for interesting tidbits like this. But I'll be sure to include new side quests and sinister secrets involving not only the sheriff...

Spoiler:

...but also Marcus Chance, Xemne, Emarthine, and some other characters. In such an NPC-rich adventure, I like the idea of everyone having a secret, some of them darker, others more innocent. Rivalry between factions and within factions, old grudges, stolen items, characters who did something questionable before settling down in the village, etc.

Sovereign Court

Christina Stiles wrote:
Why is a 4-person party assumed on this if even PFS has gone to 6? Just curious. I haven't read it yet.

Aren't these, like APs, primarily for home groups?

Also, the general opinion seems to be (and I share it) that adding challenge is easier than taking it away.

Just my guesses.


Mike Shel wrote:
Mechalibur wrote:
Is it me, or does it look like the boss might end up really easy? <egregious spoilers snipped>

The module assumes a 4 person party. You may be thinking of CR 11 vs, a party of 6 (for which PFS scenarios since season 4 are desigened).

Four 7th level PCs vs. the BBEG, even with the potential aid available(assuming they gather every scrap of it and have snapped up every bit of XP in order to reach 7th level) should still be a nail biter at least. The Core Rulebook (p 397) calls an APL+3 encounter "epic." So what would this one be?

Of course, some parties may prove me wrong. If you think the boss would be a cakewalk, deny the party some of the aid or XP opportunities to get them up to 7th.

I actually almost always play with 4 player parties. I guess, for the most part, I think APL + 4 encounters to be pretty standard for the end of an adventure, especially if it's only a single enemy (action economy and all that.)

I might just give them less quest exp, or maybe I'll just play the adventure as is. If they play really well and it ends up being slightly easy, then it just makes them awesome dragon slayers :)

Thanks for the response.


Pathfinder Starfinder Adventure Path Subscriber
Christina Stiles wrote:
Why is a 4-person party assumed on this if even PFS has gone to 6? Just curious. I haven't read it yet.

All Paizo adventures, with the exception of PFS scenarios, assume 4 players. I would guess this is because 4 players is the baseline assumption in the Core Rulebook. PFS has its own, different set of core assumptions.

Silver Crusade

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Mechalibur wrote:

Is it me, or does it look like the boss might end up really easy?

**Spoiler Omitted**

Haven't got there yet, but if my group looks like they'll stomp the final encounter I'm planning on boosting it with a Hound of Tindalos or two. There are some cruel tactical possibilities there. :-)

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