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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The Perfect Module

5/5

(First, please consider the source of this review: I've been playing and running RPG's since 1985. For this adventure the players consisted of three adults with similar experience as myself and two players age 14 & 17 with little or no RPG experience. The PC's making up the adventuring party were a fighter, thief, cleric#1, cleric#2 and sorcerer)

I rank The Dragon's Demand as one of the top five modules I've ever ran and place it alongside the TSR classic Ravenloft for its level of detail, immersive story, and balanced game-play approach of combat and role playing.

For me, Paizo's adventure paths feel too "railroady" for an entire campaign so having this module finish at 7th level is perfect. It allows for a group of PC's to switch their goals, fates, and interests halfway through their careers without seriously retooling your campaign. I would like to see more products like this "maxi-module" that have a clear beginning and then end in the mid-level range.

major spoilers sprinkled throughout:
The Dragon's Demand allows new players the opportunity to face a freaking dragon (!!!) at relatively low levels - something a grognard (like myself) normally had to wait 10 years in one’s gaming life to experience, if ever! This is done through temporarily boosting the PC's firepower with high level magic items and helpful NPCs. In any other adventure I would say that approach is fraught with unbalancing problems or cookie cutter tropes of OP...but the difference here is the writing.

Mike Shel has written a masterpiece. He includes a fully livable village flush with NPCs that (while most don’t come fully statted) make your PC's like them and want to do things for them. This can be done through side quests in the town (for newbie GM's) or through organic role play, for there is plenty of info provided for an experienced GM to work with. [In my game, cleric#1 ended up marrying the Baroness' daughter, closely tying himself to the fate of the village. This NPC is not included but very easy to conjure with the material provided]

The top notch writing continues throughout the module and is crafted so well that it seems completely natural for your heroes to be handed, if only temporarily, ridiculously powerful items to go kill a dragon. Each location in The Dragon's Demand is detailed with such thoroughness and wonder that, midway through investigating the abandoned monastery of Irori, one of the clerics decided to convert from her original deity, Sarenrae. [Having never dealt with something like this in game, as a GM I was lucky that an option for conversion is actually written into this adventure! I simply reactivated the Aspirants Path in the bottom of the monastery and let the cleric earn her new patron-ship with “help” from her fellow heroes]

All of this creates an unforgettable adventure that has your party encountering kobold tribes in their warren, a tomb of undead, traps galore, the extraplanar and finally the classic, narcissistic dragon (Pay attention to which elements your group enjoys or dislikes so you'll know what direction to take them later in your campaign). At this point, if they're brave, patient, and smart, your heroes will have picked up enough items and helpful NPC's to take on fantasy's most iconic baddie.

This module comes packed with full color maps for every encounter including a pull out, two-sided map. While I've read complaints that these encounters are cumbersome to draw out, I'd much rather prefer that than have little or no maps for reference.

By the end of The Dragon's Demand, your group will have established an excellent base of operations (the village) to launch future adventures with close enough ties to NPC's that you can easily craft your own stories. Alternately (if you don't like the main story and just can't come to grips with fighting a dragon at low level) the eight major adventures that comprise the main story of this "maxi-module" could be split up and inserted into any campaign of your choosing. The writing alone is worth the price of this product and I highly, highly recommend it to both new and experienced GM's alike.


Very well done!

5/5

This is a great starter module with a classic bad guy for all fantasy RPG, the all powerful dragon!

The town, plot lines, NPCs are all top notch. This is a module that will appeal to both experienced gamers and the newer ones who want to try the Pathfinder system out. The maps are hard to draw, but it is worth the time it takes.

This is great to run for Pathfinder Society as well. The first two sanctioned modules can fit inside the standard 5 hour window, and splitting the third is no big deal.

This is the one to get! I would very much be interested in a sequel possibly. *hint hint Paizo*


Way to go Mike Shel

5/5

Really as good as it gets.

What we have here is a good module for new players. I ran this for a 4 person party of experienced players all whom were testing out the Advanced Class Playtest.

The settings is great, Belhaim is a great city for new players!
I think this would be a premier module for new players as well as the rest of the Paizo dragon supplements.

Dragons Unleashed

Dragonslayer’s Handbook

This is unfortunately what I think some GM’s will miss. I will try to come around to it again but Mike Shel has really done really well with the content, some of this will be easily be missed by GM’s.

So let’s talk about Belhaim, the small town is really well represented. There is allot here, I would expect the more you let the players interact with the town the more they will appreciate it. This really is a great setting.

I will not spoil anything.

The first chapter is great everything here works. My party was almost died in the first part. They ended up getting robbed of most of their money. There is a very memorable NPC here.

The second chapter is great as well, Maffei is probably the most memorable NPC, I have ever GM’d. I am not sure if it is intended but the effects of interacting with her can really cause some long term effects.

The third chapter the Auction, I don’t think my party enjoyed this part. Then again I robbed them instead of killing them it ended up being very fun for me. So I guess a lesson learned, when a villain asks to talk when 3 party members are down sometimes it is just a good time to surrender.

Combat wise I think I ran all but 4 encounters from the whole module. One of the ones I skipped the party just didn’t encounter. One I rewarded PC for previous actions. The other two were very low levels.

Extra points for Mike that he included morale effects that very interesting, instead of the typical "fights to the death" that I often see. I think about 1/3 of the encounters ended due to morale. It is a great addition.

I think the toughness and challenge rating was spot on.

Grioths, are awesome I hope they make it into some more of Mike Shels works. They work on their first and second appearances. In hindsight I would of like to see more developed NPC’s based on them.

Yangethe a tough new monster, in my play it utterly destroyed the PC’s, a single player fled later retrieving his unconscious party members. Then the true interactions with Maffei presented itself.

Aeterperax very well written, a very nice map for the encouter.

Major Spoilers:

The Crypt of Tula, with her blessings the fight with Alturic was a bit to easy.

Keen longbow caused some problems since it is on the chronicle sheets for PFS.

The three commanders, the hardest for my group was the alchemist.

Lets talk about Maffei, the players loved her, my players used all 3 scrolls of restoration on her, after fighting the Yangethe unfortunately 3 players ended up with CHA of 0. So they ended up having to travel outside the city to get replacement scrolls.

Aeterperax, great dragon, I routinely used the Improved Vital Strike and relocated to the ledges the next round. By the time the PC's would close I had him do a AOO trip against the Barbarian type. Really great to see that the Green Dragon has the right motivations.


No monster stats = 1 star module

1/5

I was at my local game store browsing. I was looking for something that would be easy to use in a Pathfinder game to run with some friends. I saw this module on the shelf and saw that it was designed for level 1 characters. I became interested.

I decided to buy this module because there was a statement below the table of contents that said, "This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, yet these additional supplements are not required to make use of this book." Unfortunately this statement turned out to be false, supplements are required to make use of the book.

When I got home and started reading the module I was shocked to find that there are no stats for the monsters! I wasn't expecting massive write ups for each monster, just enough to be usable in a game. I feel ripped off after spending my money on this module.

Pathfinder could remedy the situation by perhaps making a short errata pdf for download that gives basic monster stats for the encounters found in the module. Or/and, even better, include the monster stats in future modules that you publish.


Excellent Adventure

5/5

Just wrapped up this adventure with my in house group. Loved the entire module. A great amount of detail went into every design aspect. I really liked how it was around 5 different dungeons to explore and loot over the course of the campaign. The village of Belhaim was incredibly detailed, as were all of the locations. Could not get enough. It is obviously written for 4 player characters but a well experienced GM should know how to tweak it to make it good to go for 5 or more PC's. And of course the final battle was all I hoped it would be. Especially since my character played a crucial role in the end. I highly recommend this to any group looking for an excellent module to run (all of paizo's modules are great in my opinion though). A must have for any serious gaming group looking for a classic adventure with all the trimmings of an outstanding campaign.


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Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So a Dragon in the Module? Will there be a Dungeon as well?

This Poster map though. Will it be treated for the purpose of PDFs like the maps in the APs? That is, Will we get a separate PDF with an Interactive version of the map when we buy the PDF version of the Module?

Because that would be super awesome.

Contributor

7 people marked this as a favorite.

I assume I'm not talking out of school here...if so, delete my post, Paizo!

I agree that the 64 page format gives much more flexibility and opens loads of doors for adventures. For The Dragon's Demand, most of those pages are going to be devoted to the adventure itself—I'm hoping PCs will be able to reach level 7 by the end, though that's gonna be pretty tough to achieve. Still, a module that moves players through six levels is pretty huge, twice as big as many single AP volumes.

The Dragon's Demand also features an isolated small Taldan town that serves as the party's base throughout the adventure. The plan is to write it up in considerable detail that should provide loads of role playing opportunities. I've already put a ridiculous number of creative hours into designing a town with over 60 unique buildings/locations and NPCs to populate them, many with backstories. This gave me a chance to create a really memorable setting like the one that drew me into D&D back in the old days: my very first taste of RPG, The Village of Hommlett. My hope is that players will be meeting lots of people and build relationships so that "Belhaim" becomes a word that conjures fond memories for all who spent time there.

The adventure itself is episodic in nature, building inexorably to a final confrontation with the BBEG.

Needless to say, I'm enormously excited about this project and want to thank James for this great opportunity.

And they're paying me to do this, too!


As someone who primarily uses modules to run PFS events, this shift is disappointing. Any change to the modules to make them longer makes them virtually unusable in this context. At the moment, a 32-page module takes all day at a convention, or a commitment to 3 consecutive sessions at a regular game night. Even getting this level of commitment is nigh-impossible.

I will reserve judgement until I see the finished product, of course, but I hope that the powers that be recognize that this is likely to leave a hole in potential PFS offerings - at least from a practical perspective.

UNLESS, of course, the occasional "module" is dedicated to a "Book of Lairs"-style set of mini-adventures and side-quests. ;)

Liberty's Edge

I am intrigued. I certainly wasnt happy with the current system, though I have been pushing for a return to monthly. Have the society scenarios truly grown to take on the side quest role? I have avoided them since end of season 1, they were all incredibly cookie cutter go find macguffin have four encounters back then.


It would be nice to get to 7th level in this one but I that would be hard to do with a just a 64 page book.

How many pages of this book is actually the adventure itself?


Coridan wrote:
Have the society scenarios truly grown to take on the side quest role? I have avoided them since end of season 1, they were all incredibly cookie cutter go find macguffin have four encounters back then.

Yeah, I haven't been enamored of the straightforwardness of the Scenarios I've seen, though I freely admit to not having looked at them in quite a while. (I also find the statblocks for the different tiers annoying to parse, and I'm old-school enough to prefer a nice little print booklet to a PDF and/or loose sheets of paper I inevitably lose when I'm DMing.)

Upon further reflection, though, this module in particular could work quite well for an E6-style campaign, and I presume higher-level modules wouldn't cover such a wide range of levels but would have room for more than just "go here and fight this statblock and go there and fight that statblock and here's some really complicated maps you'll never be able to copy onto a battlemap." I'll give it a try before I cancel my subscription.


Just caught this, brilliant news! Exactly what I wanted from the modules line. I will definitely be able to justify taking out a sub now.

Liberty's Edge

The module line when it launched was innovative with incredibly unique adventure styles. Curse of the Bloodsworn Vale, Carnival of Tears, Hangmans Noose, Crucible of Chaos, Tower of the Last Baron and Clash of the Kingslayers were experimental and awesome. Since the switch to PF rules though only Harrowing has stood out from the crowd. As long as we can get back to the design innovation I will be happy.


This has pretty much guaranteed that I will be subscribing to the Modules line after the Holidays are through. This is too good to be true!

Silver Crusade

Pathfinder Adventure Path Subscriber
Coridan wrote:
The module line when it launched was innovative with incredibly unique adventure styles. Curse of the Bloodsworn Vale, Carnival of Tears, Hangmans Noose, Crucible of Chaos, Tower of the Last Baron and Clash of the Kingslayers were experimental and awesome. Since the switch to PF rules though only Harrowing has stood out from the crowd. As long as we can get back to the design innovation I will be happy.

There's just one problem: they didn't sell. The modules subscription was the lowest selling Paizo sub (apart from Planet Stories), hence the bimonthly schedule and more "conventional" (read: appealing to a broader audience) modules.

Capitalism is a beach, but hey, there's no other choice.

Liberty's Edge

Gorbacz wrote:
Coridan wrote:
The module line when it launched was innovative with incredibly unique adventure styles. Curse of the Bloodsworn Vale, Carnival of Tears, Hangmans Noose, Crucible of Chaos, Tower of the Last Baron and Clash of the Kingslayers were experimental and awesome. Since the switch to PF rules though only Harrowing has stood out from the crowd. As long as we can get back to the design innovation I will be happy.

There's just one problem: they didn't sell. The modules subscription was the lowest selling Paizo sub (apart from Planet Stories), hence the bimonthly schedule and more "conventional" (read: appealing to a broader audience) modules.

Capitalism is a beach, but hey, there's no other choice.

But is that because the modules werent mainstream enough or because the market was still debating 3.5 vs 4e? There were a lot of other factors at play. The 3.5 modules and the PF modules are about equal in number now and the 3.5 modules, especially the more experimental ones I mentioned above have the most acclaim.

Silver Crusade

Pathfinder Adventure Path Subscriber

Pathfinder APs and setting books were also out there when the market was debating 3.5 vs. 4e, and they didn't take a dive.

Most acclaim does not equate most sales, just look at Planescape: Torment. Reviews go through the roof, best cRPG evah, everything is praised, ads everywhere, experimental and bold, D&D branded, sales? *crickets*


Coridan wrote:
The 3.5 modules and the PF modules are about equal in number now and the 3.5 modules, especially the more experimental ones I mentioned above have the most acclaim.

I'll just point out that acclaim !== sales.

eg: The Hurt Locker, and even Citizen Kane. Going the other direction, *shudder* Transformers 2.

Contributor

I'm also concerned about applying this for PFS play, but I'm seeing a a pretty clear trend toward this.

1) Pathfinder Modules are already sanctioned for PFS play, and each of those advances a PC by a full level.

2) Thornkeep is already sanctioned for PFS play, and that comes in chunks but can advance a PC by 5 levels.

3) There's some process in the works to approve AP adventures, which also advance PCs by 2 to 4 levels each.

So it's not a stretch to see that this adventure, which takes PCs from 1st level to 6th level or so, will be sanctioned for PFS play in a similar vein.

I think all this is a shame, really, because these adventures are great fun but don't feel like you're part of the Pathfinder Society (they don't include faction missions, typical PFS-campaign enemies, or PFS elements). I have a PFS character built on some GM credit who played Feast of Ravenmoor, Midnight Mirror, and Carrion Hill. She's 5th level now and has never even *met* a Venture Captain "on-screen" nor ever seen a faction mission.

But clearly Paizo is opening up to multi-level adventures that are disconnected from the PFS story line, so we'll see more and more of that, I suppose.


I'm with you on the experimentation bit, Coridan, but sadly just because something has high acclaim does not automatically translate into more sales. Brilliant films that no one goes to see comes to mind as an example.

For sales, more often, broader is better.

Anyway, I'm all for the change and look forward to some much meatier adventure content from this line. I'm old-school enough to remember the old TSR days when modules were hefty in size but didn't really come out on any set schedule. Some years we'd get 8 and other years we'd get 3 or 5. So I welcome a return to bigger modules even if it's just four a year.

Also, for those worried that less modules a year means less high-level content, I don't think that'll be the case. If anything we'll probably be getting more. Right now, at 6 modules per year, we might get one high-level module every year-and-a-half (or quarter). Going to 4 per year doesn't change the fact that we were already getting them incredibly infrequently. I think this opens up room to do one high-level module every year (save the other 3 for more mainstream level), especially since the higher page count will be more conducive to higher-level gaming. One of the biggest hurdles for high-level adventure is page count since stat blocks eat up so much space. That hurdle can now be leaped.


yeah been whingeing for both this content and format for ages

whoop


1 person marked this as a favorite.

+1 for 64 pages (well, +2 at least, since 64 pages+ is awesome)
+1 for Mike Shel
-1 for yet another 1st level start (understand it's a 'restart', though)
-1 for quarterly (though, indeed, going from 192 to 256 pages)

So... yeah. +1. A really good change, for me at least!

64 pages really is awesome; 32 page adventures often suffered from the 'too big for its britches' syndrome (trying to do way to much and way too 'big' of things for the page count).


At first blush, I was a bit put off by the announced change. However, taking a step back, most of my favorite modules (regardless of publisher) were a series of modules that provided a longer story arc (Curse of Immortality, Slavelords, etc.), so I think the potential is very high for the modules to take on the traits of module-series that I like so much.

I do, however, have serious reservations about a single module advancing players from 1st to 6th (or potentially 7th!) level. That's even faster than your average AP installment and for those of us who use the Slow Advancement track, that just seems like a ridiculous spread.

Scarab Sages

1 agree, level 1-6 appear to be stretching it a bit. On the other hand, from what Mike wrote, I imagine the module to be a bit on the 'Keep on the Borderland' side, possibly spanning a wider level range then the usual module - and I doubt every upcoming module will set out to span 4-5 levels.

Liberty's Edge

With the module line expanding this way, i wonder if we'll see some of the suggestions for "off model" adventure paths incorporated into this line, such as paths that start above level one.


1 person marked this as a favorite.

I'm keen to see the new format and I'm glad you're experimenting. It will be great to see some "supermodules" and hopefully there's scope to flesh out some off-the-beaten-track parts of golarion. I'd echo the sentiment above that I'd be interested in seeing an "AP Epilogue/Sequel" - I'm not convinced it will work, but I'd like to see you try.

Erik should write one based on beginning to explore the Spire of Nex.


Interesting, I may end up renewing my sub on these.


I might actually start a subscription for these.

Dark Archive

Mike Shel wrote:

I assume I'm not talking out of school here...if so, delete my post, Paizo!

I agree that the 64 page format gives much more flexibility and opens loads of doors for adventures. For The Dragon's Demand, most of those pages are going to be devoted to the adventure itself—I'm hoping PCs will be able to reach level 7 by the end, though that's gonna be pretty tough to achieve. Still, a module that moves players through six levels is pretty huge, twice as big as many single AP volumes.

The Dragon's Demand also features an isolated small Taldan town that serves as the party's base throughout the adventure. The plan is to write it up in considerable detail that should provide loads of role playing opportunities. I've already put a ridiculous number of creative hours into designing a town with over 60 unique buildings/locations and NPCs to populate them, many with backstories. This gave me a chance to create a really memorable setting like the one that drew me into D&D back in the old days: my very first taste of RPG, The Village of Hommlett. My hope is that players will be meeting lots of people and build relationships so that "Belhaim" becomes a word that conjures fond memories for all who spent time there.

The adventure itself is episodic in nature, building inexorably to a final confrontation with the BBEG.

Needless to say, I'm enormously excited about this project and want to thank James for this great opportunity.

And they're paying me to do this, too!

Will there be more art in the book as well (thinking half page stuff featuring the Iconics.)

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

So in my mind I am now seeing these as short APs...

That said, for use of that purpose this is great, but for my use of modules this is terrible!

Every module I have run was for PFS play, they are great for when I have a long holiday weekend and fit perfectly in that time frame.

With this new format I don't see how I can fit them in any more for how I use them.

Have thoughts come to mind of formatting these with obvious break points that would allow to run them in chunks and PFS play can be run in these chunks?

To tell the truth I almost cancelled my module subscription because I never got any use out of them, PFS play for them made them useful and I kept the subscription.

Depending on you if can still run parts of these in a very long day or 2 days for PFS play I may have to decide if I want to keep this subscription again... :(

I don't want to lose my purple border... ;)

Contributor

Dragnmoon wrote:

So in my mind I am now seeing these as short APs...

That said, for use of that purpose this is great, but for my use of modules this is terrible!

Every module I have run was for PFS play, they are great for when I have a long holiday weekend and fit perfectly in that time frame.

With this new format I don't see how I can fit them in any more for how I use them.

Have thoughts come to mind of formatting these with obvious break points that would allow to run them in chunks and PFS play can be run in these chunks?

<snip>

Considering the way I'm designing Dragon's Demand it should most definitely lend itself to being split up into chunks for PFS play. Understand that when an adventure spans multiple levels, a designer needs to know at each point what level PCs are at —otherwise, how would one gage how challenging individual encounters are and if they are suitable for parties? I've actually developed a table specifically for tracking XP total from encounter to encounter in order to keep an eye on this. The module is designed so that the transition from one episode to the next coincides (roughly) with the PCs leveling up. While I can't speak for future volumes, I don't know how a designer could do things any other way.

Also, I'm sure Mark and his obseqious minions are looking at how the change in module format impacts PFS play. Unless he is engaged in some activity more evil.

The Exchange

Vic Wertz wrote:
Kevin Mack wrote:
Vic Wertz wrote:
Kevin Mack wrote:
Quaterly thats rather disapointing.
Note that halving the frequency and doubling the page count means that the number of pages we produce each year isn't changing (though we are making 3 more poster maps per year). Frankly, we haven't got the bandwidth to add more pages per year.
Uh this may be working against my own argument but if ive done my maths right this is more pages a year 6 32 page modules a year = 192 pages. 4 64 page modules a year = 256
Yeah... um... math is not my strong suit. You're right. (I have no idea how the guys downstairs plan to pull that off...)

guys *downstairs*? Paizo has multiple levels now? jeez.

Spoiler:
so are you people slowley building up to becoming a megadungeuon? that'd be fun :D

Any way, this change to the modules line sounds really awesome, and I am totaly looking forward to see all the cool things Paizo can do with it.
I do have a reservation about this specific module though, as I think leveling up 5 times in a 64 page adventure is a bit much, probably means lots and lots of combats or maybe huge story awards.

However, I have full trust in Mr. Shel, I only had the pleasure of reading one of his modules (Curse of the Lady's Light) but it was certainly one of the best Iv'e ever read.


Pathfinder Adventure Path, Rulebook Subscriber

With this announcemnt and the new format, I'm very tempted to subscribe. However....

Joseph Wilson wrote:
I'm wondering also if this might not lead to some fun opportunities for Paizo to experiment with extending the occasional AP to level 20...

If THAT starts happening, I will gladly buy all of the "sequel" modules at the very least. :)


Love the change in format! I think this is a good decision by Paizo.

I had cancelled my modules subscription a few months ago, but will be restarting it with The Dragon's Demand.

I'm also very excited at the idea of getting a 64 page adventure by Mike Shel. I loved both Mud Sorcerer's Tomb and Tomb of the Iron Medusa and this one sounds great too!

Dark Archive

I am happy they are switching to longer modules. I'll restart my modules subscription when it comes out - assuming I remember!

Hopefully Paizo will send out an email reminder of the change in format closer to the date - it's a long time till May 2013.

The Exchange

Vic Wertz wrote:

Announced! Product image is a mockup, and will change prior to publication.

Note that this product marks a big change for the Pathfinder Module line, shifting it from 32-page bimonthly adventures to 64-page quarterly adventures. They'll also include a double-sided poster map.

This change gives us an opportunity to make Modules into special events, as they can now carry more adventure content than a Pathfinder AP volume.

They will continue to be playable within the Pathfinder Society—though they'll obviously take longer to play!

Longer? they're already three-slot games! My GM fu is not so strong...

The Exchange

Feegle wrote:

As someone who primarily uses modules to run PFS events, this shift is disappointing. Any change to the modules to make them longer makes them virtually unusable in this context. At the moment, a 32-page module takes all day at a convention, or a commitment to 3 consecutive sessions at a regular game night. Even getting this level of commitment is nigh-impossible.

I will reserve judgement until I see the finished product, of course, but I hope that the powers that be recognize that this is likely to leave a hole in potential PFS offerings - at least from a practical perspective.

UNLESS, of course, the occasional "module" is dedicated to a "Book of Lairs"-style set of mini-adventures and side-quests. ;)

Have to agree. I can't see these realistically being run at a convention, and covering such a wide range of levels (6 levels beginning to end?) I can't see them get much home PFS-play. Though I like longer stories, I prefer the 4-hour format as most of my PFS gaming is weeknights - so being able to break up a game into defined slices (like the 2-round Eyes of the Ten part 1) is great.

Scarab Sages

I do think, however, considering there are two PFS scenarios each month, making a module doable for Pathfinder society is a boon, but does not need to be the baseline for publication.


feytharn wrote:
I do think, however, considering there are two PFS scenarios each month, making a module doable for Pathfinder society is a boon, but does not need to be the baseline for publication.

You are, of course, welcome to your opinion. From my perspective, there is a vocal minority of players constantly clamouring for more PFS-compatible adventures. There are also people who are going to perceive this shift as removing something that they already have (that is, modules that can easily integrate into PFS events).

As a home game player, I'm interested and curious to see what this new format looks like. As a Venture-Lieutenant, I'm apprehensive about the shift.

Liberty's Edge

3 people marked this as a favorite.

When it comes to adventures, the market has clearly indicated that people prefer long and epic adventures and have very little interest in smaller adventures. (At least when it comes to buying them. What people actually play is anybody's guess).

The Adventure Path concept itself is Exhibit "A" in this trend. As we look at other 3rd party adventure products, once more, it is the long and lengthy campaign adventures that sell: Rappan Athuk, Slumbering Tsar? These sell. The Rise of the Runelords hardcover? Big seller once again.

Compared to 32 page modules? The sales figures are rather telling. While we don't have hard data on this from within Paizo, we do have sales figures from retailers. At Black Diamond Games, for example, sales at that store indicate that the entire 32 page module line is less than 3% of the store's overall Pathfinder RPG sales volume. Their turn rate is low as well.

APs are three times -- and closing in on four times those sales figures at BDG. Because of the subscription model that Paizo uses for direct sales, my guess is that the AP line clearly sells better than that directly to hardcore fans and the AP line is Paizo's flagship for a reason.

Which leads one to wonder why Pathfinder Society is emphasizing the play of one-off unconnected adventures at all. Put bluntly, I think the entire concept behind PFS Scenarios is the perpetuation of a play style that has not existed since 2nd Edition. It is the selling of yesterday's game using yesterday's adventures. Why? There has got to be a better way of accommodating casual attendance than presenting an endless supply of one-off adventures where the story content is only a little above that presented in Farmville.

In a world where players are linked to the web via smartphones, tablets and computers virtually everywhere, at every time, there has GOT to be a better way than promoting a playstyle that has its roots in the 70s and which clearly isn't selling any more.

(Yes. I get to say things like this again Jeff :))

Sovereign Court

Steel_Wind wrote:

When it comes to adventures, the market has clearly indicated that people prefer long and epic adventures and have very little interest in smaller adventures...

[snip]

Which leads one to wonder why Pathfinder Society is emphasizing the play of one-off unconnected adventures at all. Put bluntly, I think the entire concept behind PFS Scenarios is the perpetuation of a play style that has not existed since 2nd Edition. It is the selling of yesterday's game using yesterday's adventures. Why? There has got to be a better way of accommodating casual attendance than presenting an endless supply of one-off adventures where the story content is only a little above that presented in Farmville.

Paizo are already handling this:

- PFS has a meta-setting (the Pathfinder Society) which allows everyone to develop their characters as 'pathfinders in Absalom' with an internal coherence that does not need to be forced.
- PFS seasons now have meta-plots which allow casually play and a sense of involvement in epic events.
- PFS regularly has series of 3 or 4 linked adventures which build to a larger plot and are tied to the season plot.


GeraintElberion wrote:

Paizo are already handling this:
- PFS has a meta-setting (the Pathfinder Society) which allows everyone to develop their characters as 'pathfinders in Absalom' with an internal coherence that does not need to be forced.
- PFS seasons now have meta-plots which allow casually play and a sense of involvement in epic events.
- PFS regularly has series of 3 or 4 linked adventures which build to a larger plot and are tied to the season plot.

But to be fair, that the modules are available for Pathfinder society play is somewhat irrelevant. They're produced for a much wider market - ie, the general gaming public - and I'm willing to bet that the vast majority of those don't have any knowledge of organised play. They look at the products on a game shop shelf for what they are, not whether they're legal / helpful for PFS. And that market return is clearly indicating that larger and more involving modules are what they want. I'd be interested to know what % of the 3% cited above sell to people who want them for organised play.

I think the clear intention is to capture a wider slice of the general gaming population.

Sovereign Court

theneofish wrote:
GeraintElberion wrote:

Paizo are already handling this:
- PFS has a meta-setting (the Pathfinder Society) which allows everyone to develop their characters as 'pathfinders in Absalom' with an internal coherence that does not need to be forced.
- PFS seasons now have meta-plots which allow casually play and a sense of involvement in epic events.
- PFS regularly has series of 3 or 4 linked adventures which build to a larger plot and are tied to the season plot.

But to be fair, that the modules are available for Pathfinder society play is somewhat irrelevant. They're produced for a much wider market - ie, the general gaming public - and I'm willing to bet that the vast majority of those don't have any knowledge of organised play. They look at the products on a game shop shelf for what they are, not whether they're legal / helpful for PFS. And that market return is clearly indicating that larger and more involving modules are what they want. I'd be interested to know what % of the 3% cited above sell to people who want them for organised play.

I think the clear intention is to capture a wider slice of the general gaming population.

Exactly!


I'm really excited about this. My /favorite/ range to play is 2nd-6th level and a mini-AP suits me perfectly. While some other posters have mentioned it's a 2e style in a negative way, I see it as a huge positive! I live in a college town, so the players come and go with the terms.. It's not always realistic to expect to get through a whole AP. Mods that are 64 pages that go 1-6 and 64 pages that go 7-12 would be wonderful for me. I hope to see more of them!

Shadow Lodge

On the one hand I'm sad at quartly releases. On the other a module that goes from 1-6th fighting dragons sounds amazing and if all goes well will be a great way to kick all this off. Now i wonder how PFS will handle this.


I am rather happy about this format. It may cause me to pick up a few as this new line develops. I dont really want yet another adventure that starts at level 1 though So Im likely to pass on the first one. But I like the length and apparent weight of story of this format. I'm looking forward to seeing what comes of these sort of mini AP's.


I enjoy the current module formats, but I am also excited about this new format. As long as both styles are being produced, I will be a happy customer.

Scarab Sages

I think this sounds like it could be filled with awesome sauce, but what I want to know is who is going to write the Mini-AP for goblins and kobolds, because that seriously needs to happen.


C.J. Stott wrote:
I enjoy the current module formats, but I am also excited about this new format. As long as both styles are being produced, I will be a happy customer.

Then you won't be happy. The current format is going away. They'll all be in the new format.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Oh. It's set in Taldor. Tell me more!


You have listed the ISBN-13 # the same as Doom Comes to Dustpawn.

j.

Webstore Gninja Minion

Corrected! Thanks for pointing that out Jaws. :)

Liberty's Edge

Im excited to see this. I really enjoyed the crypt,mask, & city mini ap and wondered if they would make more like it. Seems like this could serve that role well. If divided into 3 chapters it could still be used as a one off or pfs game. Not sure if they are doing it in divided chapters but either way i like it.


Great, another subscription I will need to sign up for...I'll go ask my boss for a raise.

<shakes fist at James>


I have always felt that 32 pages couldn't do a lot of those adventures justice.

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