Pathfinder Module: The Dragon's Demand (PFRPG)

4.20/5 (based on 23 ratings)
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.

PZO9542


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Magnificent Deluxe Super-Adventure

5/5

Large 2-sided poster map: Excellent! Evokes an immediate desire to play or run this adventure.

Theme/Classic Tropes: Brilliant! Reminds me instantly of the kind of adventures we made up as kids in the 1980s, yet with the sophistication of detailed description and game content.

Structure/3Chapters with Tabs: Fantastic! The usability factor of this book just went up by a factor of 10. GMs will love the ease. I will add that the 24 additional sub-quests add tremendous structure to the actual gameplay. As an educator, I appreciate the value of having objectives, and this +24 sub-quest structure possibly makes this the first true "module" ever created. The structure takes its cue from a long-fermenting idea of increasing player interest through continuous rewards/achievements as in good game design or education. I look forward to implementing this added structural layer.

Art/color: Very good taste in keeping the central text in a readable font size with clean white background for contrast. Good use of black bars segmenting and identifying creature combat/traps/etc. The advancement track chart provided a clean, quick, succinct reference to the overall module structure. The table of contents and reference list was very helpful.

Constructive suggestions: One improvement idea would be to include a complete definitive list of all creatures and quantity (including NPCs) so the GM could more easily pull miniatures/pawns in sufficient quantity for the whole adventure. I do understand that the GM may only pull what is necessary for a session, but a small but effective chart like this would facilitate the GM's walkthrough of the whole module when reading/preparing initially.

Overall: I am very happy with the re-launch of the module design. I cannot wait to run this module! I recommend The Dragon's Demand to all GMs. It is very nicely done.

Regards,
PaxVeritas


Really strong 'new direction'

5/5

This is the first in a revamp to the modules line and has immediately become my favorite Paizo module to date.

The additional pages really allows them to provide extra sidetreks/subplots/background info. Some of the earlier modules sometimes seems a little incomplete or 'rough'. On my first read through, this feels like a nice, self contained little snippet of Golarion it seems I could easily expand but without feeling like it's incomplete or too sketchy.

The story is pretty traditional but with typical Paizo thoughtfulness behind it. The liberal use of side quests and tie-ins to the town mean one could run this at either the sandbox or railroad ends of the spectrum without much trouble.

I really like the tie-in to the quest cards (available as part of a separate product here. Not sure how that will play out at our table, but being a relatively time-deprived group who pay very little attention to the campaign between sessions, I'm really hoping this will provide the necessary prod to keep players on track and remembering what they're supposed to be doing.

The inclusion of the map is a welcome (and overdue) improvement. One side is the town (always useful to have, imo) and the other is a battlemat for likely one of the most memorable, 'key' encounters. I have a minor gripe, in that the town map has numbers but no key. Ideally, I'd have liked the map to just have labels (like 'town hall', 'manor', 'church', etcetera) or to have included a key for the numbered buildings. As it is, I'm not sure that they do much more than detract from the look of it. <- It's a very minor point though.

My only real objection to the module is that I feel it tries to do a little too much. Starting at 1st and potentially finishing at 7th (although admittedly that's going to require a particularly dedicated and methodical group) is a little too broad for my tastes. This is again a very minor gripe.

If you've steered away from the modules line before, I think this is well worth a look - both for the little morsel of Golarion lore it provides and to see the new approach they are taking.

I think it would make an excellent module for a keen Beginner Box DM as well. Technically it could go beyond the BB comfort zone, but you'll have a lot of gameplay under your belt by then - I'm sure you'd either be able to wing it or that you'll have moved onto the Core Rules by then.

I've not yet played it, but it was a thoroughly enjoyable read. It's going to be my new "introduction to Golarion" module for quite some time, I suspect.


Realy nice

5/5

gotta say this is a really nice looking campaign with a lot of work put into it. im about to run it online one complaint tho i wish it had the map packs like with the adventure paths so it is easier to put the maps up on roll 20 without spoilers or numbers but overall a nice module.


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Linked (hopefully without spaces).


Dex Celsior wrote:
Dex Celsior wrote:

My group is exploring the monastery right now and using 3D terrain to emulate the maps for it. A few pictures of the set-up can be seen here:

https://www.facebook.com/media/set/?set=a.10204995054296553.1073741834.1247 750500&type=1&l=61d84bf901

We are totally loving this 'mega adventure". Hats off to Mike Shel and Paizo!

The previous link is broken due to an unexplained space inserted between the two 7's.

Copy/paste the link but remove that space before pressing enter, thanks.

LOL! Or just try this Monastery of Saint Kyerixus

(just realized hyperlinks are allowed on this forum)


Veeeeeery cool.

Dark Archive

How many sessions does this adventure take to finish?

Liberty's Edge

the David wrote:
How many sessions does this adventure take to finish?

Depends on the group and length of your sessions. With our group and 4-5 hours sessions? It was about 15.

Ten to fifteen would be a good estimate.

Dark Archive

There was a lot of roleplay and town exploration in my group and it took 23 sessions at 4 hours each session.


the David wrote:
How many sessions does this adventure take to finish?

My group (4 players/ages 14, 17, 40, 45) finished the main story (no side quests) in roughly 20 hours


Pathfinder Roleplaying Game Superscriber

So, my group is was about to start a 3-PC (+1 PC run by me, the GM) romp through Hell's Rebels when one of our players announced he couldn't play for several months. Not wanting to start HR without him, I decided to pick this module up as an interim for the other 2.

Soooo... how hard will this be for 2 PCs plus an added PC played by me? Or should I just let them both play 2 PCs?

We are discussing options tonight (gaming night).

For the record, it looks pretty sweet.


Is there anything stopping the PCs from stealing items from the mansion while they are exploring it?

I have read through the module and looked on the forums, but I can't find any reason that they couldn't just take what they want and not report it.


Pathfinder Roleplaying Game Superscriber

Page 21

Quest Info:
Though the PCs won’t be allowed to loot what they find in the manor, the baroness promises them a flat 5,000 gp fee for performing the service, and tells them that they’re welcome to take part in the auction to follow. If the PCs succeed at a DC 22 Diplomacy check, she even agrees to pay 1,000 gp of this fee up front.

Assuming the PCs accept, she has an assistant draft a contract outlining their fee and the expectation that they exercise every possible caution to leave items inside intact and undamaged.

Basically, they sign a contract stating they won't steal. They can be dishonest but on Page 31

Story Award:
If the PCs turn all of the valuables in this area over to the baroness for inclusion in the auction, award them 1,200 XP for their honesty. If the PCs wish to keep this treasure, they earn no bonus XP—keeping the treasure is its own reward.

Assuming I ever get to run this, I'll give the baroness a sense motive check against the party speaker bluff to see if they are truly honest. The more they keep, the higher her bonus on the check. Obviously, if they keep nothing, her sense motive check will come back "honest" regardless of whether she passes the check or not.


Thanks for the Sense Motive idea. I like that.


My group is starting the monastery, so not too much longer until the final confrontation.

Spoiler:
My question is, I have both the Paizo large green dragon and the Paizo gargantuan green dragon minis. I'm not sure which one to use. The module describes him as "huge". The gargantuan has the advantage of being very intimidating, but to me it seems like a gargantuan dragon could kill a baker's dozen 7th level adventurers, with a well placed sneeze. The large mini seems a little too underwhelming in size, but maybe that fits into his inferiority complex, that causes him to deceive others into thinking he's a great dragon. I had thought about starting the encounter with the gargantuan mini and then when/if one of the players calls him by his true name, that the illusion would drop, revealing his true size (the large mini). What do you guys think?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Huge miniature is between large and gargantuan. Maybe you should just use huge red/white dragon one or make your own huge place marker. There isn't official huge green dragon one yet.


CorvusMask wrote:
Huge miniature is between large and gargantuan. Maybe you should just use huge red/white dragon one or make your own huge place marker. There isn't official huge green dragon one yet.

You hear that Paizo? You havn't made a huge green dragon yet. I'm not about to go slumming and use my huge green dragon D&D mini. So, I figure that gives you about 2 months tops to design, produce, and get one shipped to me. Tons of time. ;) Make it so...

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Use the Gargantuan miniature because it looks cool and intimidating, but use the stat block in the book for the Huge dragon. Your players will likely not know the difference anyway.

-Skeld


When my players finish this module, they're gonna want to keep adventuring with these characters. I see several options for characters around 7th level. Do any of you have suggestions / recommendations on what to run next?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I have to say though, idea of using gargantuan and then switching to large is cool even though it will slightly affect his "hitbox" and reach xD


Pathfinder Rulebook Subscriber
Firstbourne wrote:
When my players finish this module, they're gonna want to keep adventuring with these characters. I see several options for characters around 7th level. Do any of you have suggestions / recommendations on what to run next?

Realm of the Felnight Queen is excellent, and probably easy to transition to after Dragon's Demand.


shadram wrote:
Firstbourne wrote:
When my players finish this module, they're gonna want to keep adventuring with these characters. I see several options for characters around 7th level. Do any of you have suggestions / recommendations on what to run next?
Realm of the Felnight Queen is excellent, and probably easy to transition to after Dragon's Demand.

Excellent call! I own that module and just realized it is set in the same town. I also realized that Shadow of the Dusk Queen mashed together with Realm of the Felnight Queen equals awesome.

Thanks for pointing me in the right direction.

Grand Lodge

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Has there been any discussion to designate Part 1 of Dragon's Demand (Tier 1-3) replayable, similar to Gallows of Madness?

Grand Lodge

HoloGnome wrote:
Has there been any discussion to designate Part 1 of Dragon's Demand (Tier 1-3) replayable, similar to Gallows of Madness?

Is Gallows of Madness replayable? I'd love confirmation on what modules that aren't just 1-2 are replayable.

Grand Lodge

Gallows of Madness is definitely replayable, and you can find the related info in the downloadable rules: http://paizo.com/include/PZO9552-Rules.zip

I still think it would be great if Dragon's Demand, Part 1 were replayable. Like Gallows of Madness, it is a 1-3.

Paizo - is there any major impediment to making Dragon's Demand, Part 1 replayable given the maturity of the campaign and burgeoning 2.0 release?

Grand Lodge

HoloGnome wrote:

Gallows of Madness is definitely replayable, and you can find the related info in the downloadable rules: http://paizo.com/include/PZO9552-Rules.zip

I still think it would be great if Dragon's Demand, Part 1 were replayable. Like Gallows of Madness, it is a 1-3.

Paizo - is there any major impediment to making Dragon's Demand, Part 1 replayable given the maturity of the campaign and burgeoning 2.0 release?

That's good to know.

Have to admit that I wish the 4th chronicle sheet for Dragon's Demand was possible to get outside of running it in campaign mode.

Liberty's Edge

Oh... FFS.

So, many years ago, I played this module and Azmyth and I reviewed it on Pathfinder: Chronicles Podcast.

It remains my favorite module - for any RPG system released in the 2010-2019 era.

For a number of reasons, I decided to run the Dragon's Demand for my family as an introductory adventure to gaming. My eldest sons has played PFS as well as 5E. My wife is a Wow player and has played 3.5 and SW:SAGA. My other two kids have never played.

This seemed like the PERFECT intro adventure campaign, especially for those including players who are children. I decided I would pull out all the stops and unleash the bells and whistles for this one. While I normally GM a game via D20Pro twice a week online, for this game, I decided to build a digital gaming mat for the tabletop out of a spare flat screen.

This meant, in turn, that I took a LOT more time in preparing maps and art and getting it all "just right". While I tend not to use shadowcasting online because of the processing overhead, on the tabletop via a digital map, those issues mostly go away.

So I went to town on prepping maps for shadowcasting. The results are quite impressive, though the time it takes to do it properly is significant.

Which brings me to THE MONASTERY and the reason for this post.

THE MAP SCALE IS WRONG.

In the product on the final page of the back cover, the Monastery map indicates that "each square is 5'"

NO IT ISN'T. THIS IS AN ERROR. THE CORRECT MAP SCALE FOR THE MONASTERY is 10' PER square, not 5' as printed.

I just spent nearly 4 hours building this level in d20PRo with the most complicated shadowcasting and masking map I have ever done. And let me tell you, I've done enough complex maps for D20Pro that they hired me to build their APs for them.

So when I say that I took a long time to do this, this was INCLUDING the fact that I actually what I am doing. My four hours of work? For most people, that's closer to six to eight hours of time.

Even using the scale tool, there is no way to save this work. It's time thrown away.

I am one pissed off gamer right now. I'd like to say that this oversight is a one-off. Truth is? It isn't.

There have been other errors with Jared Blando's maps and scale before (Carrion Crown AP). His artwork is invariably pixelated (because he charges by the sq. inch, so Paizo orders smaller resolution maps) and his maps for VTT use are invariably the worst that Paizo ever produces.

This particular scale error is Paizo's, not Blando's, but THE REASON it happens is because Blando's original art scale is hard to follow for even Paizo's layout staff. It's TOO DAMNED SMALL.

I LOATHE Blando's map-art because of its VTT limitations - and that fact that his respect for the grid is, seen in the most charitable view possible - intermittent. It is artistically repetitive across modules and even game systems - and it is ALWAYS technically inaccurate. ALWAYS.

I am glad Paizo no longer uses him. If I never see another map of his again in a RPG product, it will be too soon.

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