The Sunken Pyramid (PFRPG)

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The Sunken Pyramid (PFRPG)
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A Pathfinder Roleplaying Game compatible aquatic adventure for 7th-level PCs by Creighton Broadhurst and Marc Radle

Only a few miles from a small seaside village, the mysterious underwater edifice known as the Sunken Pyramid lies hidden beneath the waves. The handful of sages and scholars with any knowledge of this massive stone structure debate whether it is a completely natural rock formation, a natural site that has been intentionally modified or something built long ago by human, or inhuman, hands.

Locals and ship's crews alike report signs of increased sahuagin activity in the waters around the Sunken Pyramid. Is the recent rash of disappearances and abductions which have plagued the area connected in any way? Can these abductions be stopped before even more people are taken? Can those already abducted be found and rescued? And what of the strange and often conflicting rumours which whisper of something far more terrible lurking far beneath the Sunken Pyramid?

In addition to the adventure itself, the module contains extensive background on sahuagin culture and tribal society as well as complete statistics and motivations for all key members of the sahuagin tribe.

This product is a Dual Format PDF. The downloadable ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.

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This Ain't No Nautical Nonsense!

5/5

Whoa, Nelly! I think this is the absolute LARGEST dungeon I've ever seen from Raging Swan. I agreed to review this, like, months ago after I had playtested it in my home game. Yeah, word to the wise: don't make that promise for a behemoth of an adventure. Just write the review. :)

Crunch:
Although this is an adventure, this product has some very excellent rules behind it. It introduces two new monsters, the dangerous sharkjaw skeleton and the deadly Devourer of Souls. Both of these monsters work well in the adventure and are downright creative. I especially love the illustration of the sharkjaw skeleton that is hiding in the product.

Where this product really shines, however, is magic items. The Sunken Pyramid comes equipped with a surprising number of custom magic items, a whopping three items! These range from the creative and plot relevant sharktooth amulet to the very fun, very memorable Obsidian Trident. I especially love the fact that this product goes the extra mile and includes an intelligent item from among its trove (no spoilers on where you'll find it, though!"

Looking over the stat blocks, the author did an excellent job incorporating a wide variety of Pathfinder rules from an even wider list of sources. You'll find sahugin variants from the Skulls and Shackles adventure path and a treasure trove of memorable characters with well-known archetypes. As an experienced player and designer, it was pretty easy to note where the various rules came from, but if The Sunken Pyramid has one flaw, its that it doesn't cite its sources very well in terms of character options. The product sort of assumes that you know where to find the Free Hand Fighter archetype or the Magus base class. I would have liked to see that made a bit clearer for newer GMs within the stat blocks themselves. All around, this product left me very impressed, however. 5 /5 Stars

Flavor:
I can't give away too much on the Flavor department, but The Sunken Pyramid is absolutely amazing for it. The product works very hard to establish its theme and tone, and it pays off well in the end. Every setting in the adventure is meticulously crafted, from Grift, the one-armed former paladin to the charming named "Cyclops" lighthouse. But above all else, what really impressed me with this Adventure is the depths the author dove to give both the GM and the players an idea of what sahugin culture is like. Many of the encounters within The Sunken Pyramid are optional encounters with sahugin young and their caretakers. And even though those child/adolescent sahugin don't hesitate to try and kill you, there's an opponent who tries to parley with you in order to spare the younglings. That, my friends, is excellent storytelling and planning. 5 / 5 Stars

Texture:
The Layout in this Adventure is better than any other Raging Swan product that I've seen so far. A nice touch is that new encounters start on new pages, unlike previous adventures where one room's description might bleed into another room's description. This makes traversing the adventure quick and easy, although sometimes important stat blocks are spaced far apart from one another, meaning that you need to do some awkward page flipping. A nice touch is that commonly-used stat blocks are reprinted several times as they're needed to try and avoid page flipping too frequently. Spelling and grammatical errors are at a minimum in this one, which is extra impressive given all of the strange words and titles you'll find in here. Overall, Raging Swan has a nice layout and The Sunken Pyramid doesn't disappoint!

Final Score & Thoughts:

Crunch: 5 / 5
Flavor: 5 / 5
Texture: 5 / 5
Final Score: 5 / 5

This is a stellar adventure and is a perfect fit if you want to get your players' feet wet a little bit. It isn't particularly long; my players were able to finish in a couple of sessions, but everything is so well crafted that between the mermaid they saved, the sahugin they spared, and the people they met in White Moon Cove, running this adventure will have an impact on my game for a long time!

— Alexander "Alex" Augunas


Sahuagin Love to the Max

5/5

I believe this will be my first review for a Raging Swan product, and i have to say... man, what a ride to start on!

The Sunken Pyramid begins with a series of explanatory paragraphs for new GMs who might not be familiar with the layout and patterns of typical Pathfinder-style monster statblocks, encounters, and the like. A useful and thoughtful little addition that already sets the stage for the product. This is followed by the basic summary of the backstory of the Sunken Pyramid - its rumored connections to the aboleth, the arrival of the Sahuagin Atl'utaal ("blood and battle is life" - which, if the PCs manage to translate that, will give them hints of what to expect from their foes) tribe, and the awakening of the devil shark Nahuatal and the plans of the Sahuagin to perform mass sacrifices to the beast during one of their bloody holy months. With the sacrificial period beginning in a mere three days, the PCs are on a strict timeclock to deal with the Pyramid and its denizens before the bloodshed begins in earnest.

GMs are also provided with a useful list of items, spells, and resources that their players will need to successfully navigate the large volume of underwater combat that makes up much of the Sunken Pyramid, with recommendations to insert such treasures into earlier adventures or make them available through merchants or other means prior to the beginning of the adventure.

Before we get into the adventure proper, a few spare hooks are provided for GMs whose groups are uninterested in or unresponsive to the basic plot thread, or for those whose prior adventures don't make the "Night Raid" event feasible or logical for whatever reason. These range from kidnappings to mass slaughters to merchant ship raids, and include offerings of rewards, beginning with the obvious "reward of gold and any treasure you find is yours to keep" and advancing up to rumors of treasure within the pyramid or the favor of a local king for the rescue of a princess from the sahuagin sacrificial rites.

Likewise, details are given on the sahuagin themselves: their ecology, culture, homelands, and physical traits; it even includes a note touching on a (presumed) error in the core bestiary, which lists Sahuagin as not having a language of their own but mentioning in the Merfolk entry that they typically do understand the Sahuagins' tongue; the adventure from this point on assumes that the Sahuagin "language" is at best a dialect of Aquan, but recommends simply changing the references if you prefer them to have their own distict language. Suggested names, like any PC-playable race entry, are provided in case you wish to flesh out nameless sahuagin NPCs for whatever reason (rare peaceful encounter, captive interrogation, etc.). Further detail is provided on their culture and religion, especially on the blood-sacrifice period of Nemaltem and their interactions within the all-female clergy.

Last but not least is a whopping five-page spread on the village of White Moon Cove where the adventure begins (provided you're not using one of the other provided hooks), providing the city's statistics and a map as well as going into short but detailed descriptions on several locations, people, and events that can be encountered within the city. The NPCs are, predictably, all human except for a single half-orc and halfling, but these can be easily changed if such better suits your location for White Moon Cove. Each of the provided named NPCs is given a short background and some personality hints, as well as information tying them to wherever they might be encountered.

A timeline of events, detailing not only the events up to the three-day countdown but through and well beyond it - to even two weeks past the beginning of the plot - begins the adventure proper, which starts with the "Night Raid" event: a gang of sahuagin, led by a sorcerer with a wand of sleep, burst into the village's docks and begin kidnapping people. Special note is made of the sahuagins' amulets, which provide the necessary water breathing not only to themselves (who don't need it, obviously) but to their net-crammed captives, keeping them alive until they reach the Sunken Pyramid and the day comes for them to be properly sacrificed. Rules are not only provided for the tactics of the sahuagin, but also for fighting the aquatic creatures from the docks, from within fishing boats, and even in the water, as well as scaling the adventure up as high as EL 11!

Afterward, the PCs can gather information around White Moon Cove and/or wait for the arrival of the Mermaid's Mistress, an incoming ship raided in the same manner the night before, whose captain will eagerly provide passage to the Sunken Temple in exchange for the rescue of her missing crew; impatient PCs can of course gather enough information with successful checks, clever use of spells, interrogating captured sahuagin (and yes, what the fishmen know is provided!), or simple sleuthing to set out on their own, once they can acquire a vessel to carry them.

Encounter charts for the path en-route to the Pyramid provide some random opposition, followed by entering the dungeon proper. At the beginning of each section or encounter, statistics are provided for the illumination, water (motion, temperature, and Swim check DC), ceiling height, floor status, and other geographical traits. Tactics are provided for the sahuagin both on and off their guard, and statistics for the opposition are scattered regularly throughout the adventure, easily found from almost any location in the PDF. A few of these are reprints from earlier in the document - you see "Sahuagin Warrior" or "Sahuagin Champion" several times throughout - it saves the necessity of scrolling back ten or twenty pages to find a specific statblock, and the convenience is immensely helpful. Advice for scaling the adventure both up and down continues to be provided after nearly every encounter.

Probably the best part of these descriptions is the little details. One area mentions the sahuagin have gotten bored and drawn graffiti of stick-figure humans being eaten by giant sharks on the walls. Another mentions the sahuagin piling up baskets full of food along a part of the floor in one room, and even notes that the water in the area is tinted red from blood. Another has hieroglyphic carvings telling the story of the tribe. And yet more are occasionally dotted with - get this - sahuagin proverbs. Seven examples are provided, and between that and the flavorful descriptions of the decor and elaborate explanations and examples of sahuagin theology and culture, it shouldn't be hard for imaginative GMs to cook up more in the same vein.

Speaking of culture, the entire adventure just drips in it (pun intended). Sahuagin flavor and personality is played up at every angle. An encounter in the hatchery gives tactics for children, who are no less vicious than their parents and swarm vulnerable PCs like humanoid piranhas. A necromancer oracle referred to as "Keeper of the Sacred Bones" animates a bizarre cadre of undead, including creatures formed entirely of shark jawbones and eerie skull traps. Backbiting, betrayal, and conspiracy abound, with one of the tribe untrusting of their new 'god' and willing to aid the PCs and sacrifice some of its kind to see them freed of their new 'master'. A malenti assassin (a sahuagin with a mutation that makes it look like an aquatic elf) poses as a captive and hides amidst the prisoners or wanders the tunnels claiming to be searching for an exit. And so on and so on and so on.

I could go on throughout the rest of the entire adventure, but at this point - though the adventure is well-written, thrilling, and remarkably detailed and convenient to run, especially for an aquatic, underwater plot - I think I've said everything that really needs to be said. If you have any love at all for the sahuagin race, this adventure is quite literally drowning in flavor and detail. And it's not limited to the enemies and their lair, either - the city, the captives, almost all NPCs encountered, and practically every location within the PDF is lovingly detailed without being overly wordy or long. And the document even provides an extension of the adventure beyond its end - a free web enhancement on Raging Swan's site that provides stats for surviving sahuagin exemplars who may hunt down the PCs or escaped prisoners for vengeance!

All in all, this is a brilliant product with a ton of flavor and thematic awesomeness. If you've ever wanted to do an aquatic adventure but been intimidated by the rules and unfamiliarity of it, this is the product for you - written with the first-time underwater adventure-running GM in mind. And experts and veterans will certainly not find themselves coming up short with all the resources and sheer descriptive power the story has to provide. Giving this anything less than five stars would be a crime.


An Endzeitgeist.com review

5/5

This module is 87 pages long, 1 page front cover, 1 page advertisement, 2 pages editorial, 1 page SRD, 1 page ToC, 1 page statblock-list by CR/foreword, 1 page advice on reading statblocks for novice-DMs, 1 page basic advice on using adventures, leaving us with 78 pages of content

This being an adventure-review, the following contains SPOILERS. Potential players will want to jump to the conclusion.

All right, still here? The sunken edifice close to White Moon Cove (or any other coastal village...) has become the new throne of the Atl'utaal-tribe - and found a weird being known as Nahuatal: Which demands blood sacrifice of sentient beings. If you haven't guessed -players will need to delve into the depths and a list of abilities are noted that will greatly help in exploring the sunken pyramid - preparation is essential, for underwater adventuring is not particularly simple. Before we delve into the meat of the module, we essentially get the full Village Backdrop for White Moon Cove (please check my review of that one for a more detailed look) -complete with Village Map (which can be btw. downloaded as high-res versions for free on Raging Swan Press' homepage), rumors etc. And, of course, we also get varied different adventure hooks to draw the PCs into the action. Now that basic set-up is out of the way, we'll also by this point have read an ecology on sahuagin that will help depicting them and their culture -including nomenclature, religion etc.

We also get a timeline of 13 days that should feature enough events to draw the PCs into the action as well as potentially even providing some support. Now it should be noted that this module does not take the easy route out and indeed does not provide magic items to cancel out the environmental peculiarities of underwater adventuring, but more on that later. The action kicks off with a sahuagin raiding party assaulting the docks of White Moon Cove and, as with every encounter, scaling information (e.g. to either EL 9 or EL 11) are provided as well as a wide array of different terrain specifics that may be utilized as cover, broken etc. - rather neat and in the level of detail we've come to expect from raging Swan Press.

After the raid, doing some research and getting some information in the town, both via rumors and NPC-interaction, the PCs will have to settle off aboard a vessel towards the sunken edifice and delve into the depths - and here, the crawl starts becoming rather interesting - in contrast to most modules I've seen, we actually get information on counter-tactics of the inhabitants, organized defenses etc. - so PCs better be on their a-game when exploring the pyramid. Oh, and if you're like me, you'll also enjoy the, which cannot be emphasized enough, vast amount of details to be found herein - which actually makes this location work organically and make it seem plausible - there for example is a kelp/seaweed farm found herein. While perhaps looking like something irrelevant, it is VERY relevant - your unconsciousness will notice such details and they will help immersing both you and your players into the module's alien vistas.

Or e.g. skull-filled niches, barracks with a variety of items hidden? Beyond even random encounters, we also get dressing-tables for e.g. the second level - and then there are the Cal' Mecac Teachings - a combination of pictograms and aquan texts teachings that are simply awesome and give a fascinating insight into sahuagin culture. Want an example? Here you go!

All the world is a grave and none escape it

A warrior hastens to send blood

to the vast realm of the gods.

Once exulted in pride, majesty, fortune and power,

nothing recalls a warrior when gone but his deeds.

And yes, we get more of them! Two thumbs up for this very immersive pieces of fluff - they serve to vastly improve the alien sense that sahuagin mindset should evoke. Alien? Yes, for even the young and females demand no quarter, nor give it - vicious foes abound, even before meeting bone oracles and skeletons made from shark jaws... - though not all is a killfest. Aforementioned oracle, sinister as he might be, actually wants the PCs to slay Nahuatal and may offer some crucial hints that may well mean the difference between a repudiated assault and a successful infiltration... Of course, disposing the oracle and defeating his necrophidius guardian and enervation-beams blasting skulls is also an option for less diplomatically-inclined PCs.

It should also be noted that even the treasures that can randomly be found in sahuagin quarters are interesting - shark-tooth carvings, for example. Since underwater combat is different - so are the spell-lists and the tactics based on the spells - e.g. by the sorcerors. A nasty surprise for PCs not familiar with Malenti (i.e. sahuagin that actually look like aquatic elves!) is also waiting in the wings as one hard-hitting assassin - and assassination in 3d, with kelp-beds as cover is nothing but cool! Speaking of interesting battle/terrain uses - what about a stone oracle swimming in and out of walls via Earth Glide? Yeah, nasty! Ally-wise, the PCs may also enter the fray in a sahuagin-arena and save a doomed triton gladiator from being torn to shreds and l00t-wise pillage sahuagin armories and barracks (also for magical items wi8th neat unique fluff) -before invading the throne room to save a merfolk damsel in distress (and/or an imprisoned sea hag)s and SUFFER against Baron Xilochtel - a four-armed mutant giant sahuagin magus.

Have I mentioned devious traps like poisoned sea-weed curtains or that that's not all? For it isn't - even beyond the deadly baron, beyond the sahuagin cleric, in the depths, dread cleric No'Chilok and Nahuatal, the drinker of souls stand between the PCs and the freedom of the hostages/sacrifices to be - and the CR 10 ancient shark-abomination with its deadly breath weapon and ability to smite good/swallow whole is DEADLY - hence also the advice on how to avoid TPKs and scaling it down - it should also be noted that the fully depicted NPC-hostages feature two combatants that could mean the difference between life and death - nice!

In the appendix, we get full write ups for Nahuatal as well as Sharkjaw Skeletons and also magic items - like crystal sahuagin skulls, shark tooth amulets and the item called "Obsidian Trident" - which houses the personality of Pyvanel, a long-slain merfolk sorceror - whether they keep it or return it, they'll have gained useful allies - whether in the tritons or in the very weapon itself.

The second appendix is gold and essentially consists of a massive DM-cheat-sheet that makes running underwater adventurers so much easier, it's glorious - all the compiled information, including the effects of swim speed/freedom of movement and attack/damage modifications make running this actually surprisingly easy on the DM.

The final appendix contains 6 pregens for your convenience.

Conclusion:

Editing and formatting, as we've come to expect from Raging Swan Press, are top-notch. Layout adheres to an elegant two-column standard and the b/w-artworks and cartography are nice. The pdf comes fully bookmarked for your convenience as well as in two versions, one optimized for print and one for screen-use.

This has been a long time in the making -and it shows: Polished to a gleam, this module shines like a pearl in the murky depths - in spite of its hard challenge of living up to one of my most favorite trilogies of all time - my direct comparison for this one is the legendary 2nd edition Monstrous Arcana Sahuagin Trilogy and much like the first installment of said module, I want MORE. Marc Radle and Creighton Broadhurst should definitely go for sequels, for this underwater sojourn left me wanting more. Now if I had to nitpick, there would be two minor things I could complain about - the reprinted information from the White Moon Cove-village backdrop means that the two products have some overlap, but since the bang-for-buck-ratio still rocks, so no issue there. Beyond that, I would have started drooling if this module had a web-enhancement for the buoyancy-rules/Cerulean Seas-rules by Alluria Publishing, but the absence of support for that does not drag this down in any way, since both can easily be combined. (In any case, I'd still recommend Cerulean Seas for ANY campaign - you won't find a better underwater adventuring resource anywhere!)

But where the module is working best is hard to describe - it's in the details - almost subliminally so. We've come to expect terrain peculiarities and things to do with chairs, tapestries and similar items in other RSP-publications, but the attention to detail is not all that makes this work - it is the combination of the details, the implied culture of the sahuagin that can be glimpsed at in tantalizing minutiae the mind cobbles together over the module's course to a glimpse of a vastly larger whole, the jigsaw-like minutiae that evoke one's anthropological and archeological curiosity combined with smart nomenclature that makes this work. What do I mean with smart nomenclature? Well, do some basic etymological research into the name "Nahuatal" and you'll know what I mean! (And if you can't find it, feel free to drop me a line and I'll explain!)

All in all, we get one awesome, first class underwater module - one I really hope will result in more modules, sequels - MORE! Final verdict? Unsurprising 5 stars + seal of approval - you'll never find an underwater module as easy to run as this one while still remaining engaging, concise and just smart - even beginner's DMs should have a nice time running this and as a change of pace, are encouraged to take a look as well.

Endzeitgeist out.


An RPG Resource Review

5/5

Quite massive in scope, this is not just an adventure for 7th-level characters but provides plenty of detail about sahuagin and their undersea life and culture and about the nearest 'land walker' settlement of White Moon Cove... and then of course there is the adventure itself, an epic exploration of an underwater feature that some say is natural and others are convinced was crafted by sentient hands.

A word of warning: when I say 'underwater' I mean it. Make sure that any characters are suitably equipped with magic, special abilities or equipment to enable them to survive underwater before you embark on this adventure. If it's a one-off, you can stipulate this, or have a dealer in suitable items show up. If you wish to run this as part of a campaign, make sure that characters have opportunity to acquire what they need - maybe things they find during earlier adventures will suddenly come into significance here. Or of course a vendor may come by... but that seems a bit of a fudge.

The adventure is set in Raging Swan's Lonely Coast campaign setting, but is designed so that it may be transplanted to a suitable outlying coastal area in your own campaign world if preferred, using either the White Moon Cove settlement as well or an equivalent township that already exists there. A range of 'hooks' are provided to help you sweep the party into the action, choose whichever suits them best. To promote the feeling of an alternate reality that exists beyond the need for someplace for your characters to adventure, there's a timeline of events in both White Moon Cove and the Sunken Pyramid itself... keep track as the days progress so that they take place as appropriate, depending on what the characters have done, of course.

A suggested opener is a saguagin raid on White Moon Cove, an exciting encounter in its own right and one which, through investigation, lead the characters towards the Sunken Pyramid itself - if they don't have their own boat there is a suitable one to hand (complete with a captain with her own compelling reasons to be helpful!).

And so, to the exploration of a massive multi-level complex... not quite a 'dungeon crawl' but more of a 'dungeon swim' I suppose. There's a lot to investigate (and fight, of course) and plenty challenges over and above mere survival underwater.

Everything is laid out clearly, with apposite descriptions, encounter details and stat blocks just where you'll need them and few if any errors (although bears are grizzly and fates are grisly...). Maps are clear and well-drawn so you should have no difficulty controlling the action. Various options for concluding the adventure and for further adventures are provided, of particular use to those running a campaign in which this will be but one adventure; and there is an Appendix of 'New Stuff' - monsters and items - and a second one giving the lowdown on running underwater adventures from the game mechanics point of view. Finally, there are some pre-generated characters for those who wish to run this as a stand-alone and cannot wait to get started.

Overall it is an adventure with the potential to prove a significant and memorable experience for any party of adventurers... and I've just had an e-mail that a local group I used to game with is reforming... :)


Players are in for a treat over the high seas!

5/5

The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=36631.

Locals and ship’s crews alike report signs of increased sahuagin activity in the waters around the Sunken Pyramid. Is the recent rash of disappearances and abductions, which have plagued the area, connected in any way? Can these abductions be stopped before even more people are taken? Can those already abducted be found and rescued? And what of the strange and often conflicting rumors which whisper of something far more terrible lurking far beneath the Sunken Pyramid?

Reviewers Note: I have done my best to keep spoilers down to a minimum. But if you plan on playing this adventure, please do not read this review to prevent the terrible curse known as “meta-gaming”.

OVERALL

I have always been a huge fan of Raging Swan Press. This publication is no exception! Although I have a few minor complaints, this is definitely a great buy for those who are looking for a light way to get into life on the high seas, without getting into a heavier campaign like Razor Coast, or Skulls and Shackles.

RATINGS

Publication Quality: 9 out of 10
Presentation of Layout: The presentation of the adventure is definitely of high quality! Layout is nice and clean and everything is readable. But I am still not a big fan of Raging Swan doing everything in black and white. Especially since this is designed to be what they call a “mini-campaign”, which means you are going to be spending a lot of time looking at this art and layout. There’s nothing that really catches your eye out of the gate. This is not to knock the adventure, but players like all the extra swirls of color and style used.

Ease of Mobility: The file is easy to navigate and read through. 1st Generation Kindle Fire users may have a little trouble downloading due to it not being able to direct download. But 2nd Generations should be fine. Apple products should not have a major problem as they are good with bigger files. The bookmarks are nice, and great if you plan on running it through your computer.

Maps: I love Raging Swan’s maps. I hate them in black and white. It makes the map so dull and boring in comparison. These are good maps, but there is nothing wrong with doing at least your maps in art in color. Other than that, the maps are simple and easy to use, and they are still very detailed for black and white, and are versatile to be used in any campaign as well as the mini-campaign provided.

Storyline: 10 out of 10
Plot Development and Pacing of Story: The adventure is very straight-forward, with a twist. So the thing I like about this publication is that there are plenty of options to allow you and your players to either run linear from cover to cover, or you freeform and only jump to the parts you wish to utilize. It’s a nice change of pace, but at the same time, it’s not the size of a full Adventure Path which allows GMs the option to drop in items as needed. Also because it is a mini-campaign, the pace in which you wish to take it is totally up to you and your group. There is plenty here for it to be a nice long 2-year campaign, or if you are waiting for the release of another adventure path to come out, you can get things done easily in 3-6 months. (Your actual time invested may vary)

Desire to Play: 10 out of 10
NPC Interactions: There is not as much NPC interactions written into the story line, which allows for a GM who may want to add those in as desired. The ones that are available are very well fleshed and thought out, which I like. There are also pre-generated characters, which can easily become NPCs in certain sections of the adventure.

Encounters and Rewards: There are a good number of new items and encounters that definitely make any work worthwhile. One of the things I have always loved about Raging Swan and their adventures is that there is an appendix talking about additional rules that are in Pathfinder, but are broken down further to allow additional clarification on situations. You see this a lot in their Dungeon Dressings and other supplemental material, but in this publication they made an additional appendix for rules concerning many issues that you will see in the adventure. (Spoiler: Primarily Water, Vehicle and Underwater rules.)

Overall: 10 out of 10
For Players: Players are in for a treat over the high seas! There is definitely enough action and activities to make the adventure something you are sure to remember!

For GMs: If you have been looking for a way into water adventures, that may not be on the same epic level as Razor Coast or Skulls and Shackles, fear not! This is the choice for you! It leaves tons of options to grow as you see fit and at the same time allows you to expand into something more awesome.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Reviewed! BTW: My review is of the full version, not the free pdf version.

Sovereign Court Publisher, Raging Swan Press

Thanks so much for the review, Feros. It's jolly decent of you to do such a comprehensive treatment of the module.

Sovereign Court Publisher, Raging Swan Press

Just to let you know, that you can check out some of Marc's great artwork for The Sunken Pyramid at Raging Swan's Facebook page. I hope you enjoy his pieces!

Sovereign Court Publisher, Raging Swan Press

Thanks so much, Jeff. I much appreciate the time it took you to write your review. It's much appreciated. To the booze cabinet!


Creighton,

I downloaded the free version of this adventure yesterday, and really enjoyed my first read-through.

Thanks for the time and effort you and Marc Radle put into this product. I'm looking forward to the 27th so I can purchase the full adventure!

Regards,

-- Andy

Sovereign Court Publisher, Raging Swan Press

Thanks so much for the kind words, Andrew. I'm delighted you enjoyed the free version and I'm even gladder my evil scheme has worked...at least on you!

Sovereign Court Publisher, Raging Swan Press

Thank for the spiffing review, Strangepork. It's jolly decent of you. Thanks very much for putting together such a comprehensive overview.

Liberty's Edge

Creighton Broadhurst wrote:
Thanks so much, Jeff. I much appreciate the time it took you to write your review. It's much appreciated. To the booze cabinet!

It's very deserving of it, I appreciate the time you both took to make this a really solid adventure! And yes my review was also of the full version.

Webstore Gninja Minion

And now off preorder!

Liberty's Edge

Woo hoo! Thanks Liz!

I am absolutely giddy to have this bad boy finally out there for everyone to check out!

Oh, and thanks SO MUCH for all the positive early reviews! :)

Sovereign Court Publisher, Raging Swan Press

Now that The Sunken Pyramid is available, why not dive in!


This is awesome! On the drive into the office today I just happened to be reminded of an old group's journey into a half flooded pyramid, which at the time, had been co-opted by a cabal of treacherous evildoers, and this is the first product I see at the top of the page! Now I have to check it out!

Liberty's Edge

That's awesome! If you do pick up The Sunken Pyramid, let me know what you think!

Liberty's Edge

The third and final Sunken Pyramid design blog is up :)

There are even a few quotes from the sahuagin cal’mecac ("sayings of the old")

And, thanks to Megan Robertson for the 5-star review ... that makes 5 of 5 5-star reviews! I am one happy sahuagin!!!

Sovereign Court Publisher, Raging Swan Press

Actually, it's 6 for 6. Check endzeitgeist.com!

I'm super happy.


Pathfinder Adventure Path Subscriber

Congrats, Creighton and Marc! :D


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, d20pfsrd.com's shop and amazon.com and amazon.co.uk. Cheers!


And thanks so much for the review Endzeitgeist and for splattering it all over the internet. Jolly decent of you.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

What is the difference between the free version and the full adventure?


Just hit the button below the pic where it says :

Show Description For: Free PDF


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Ah, thanks. Sometimes it helps being able to read.

Sovereign Court Publisher, Raging Swan Press

Basically, the free version has the first third of the module so you can try before you buy.

I hope that helps, Zaister!

Liberty's Edge

Thanks for the wonderful review Endzeitgeist (and happy birthday :)

This comment:

All in all, we get one awesome, first class underwater module - one I really hope will result in more modules, sequels - MORE! Final verdict? Unsurprising 5 stars + seal of approval - you'll never find an underwater module as easy to run as this one while still remaining engaging, concise and just smart - even beginner's DMs should have a nice time running this and as a change of pace, are encouraged to take a look as well.

... pretty much sent me over the moon! Woo hoo! :)

Liberty's Edge

Woo hoo! Sounds like the Sunken Pyramid is now officially available to download and/or buy the print edition :)

Looking forward to hearing what more folks think

Liberty's Edge

Woo hoo #2! Sunken Pyramid knocked the excellent Shadowed Keep on the Borderlands out of the Top Seller spot! :)

Awesome to see there are so many underwater adventure fans :)

Liberty's Edge

For those planning on running this adventure, be sure to check out these Pathfinder Battles minis, they are perfect for use when running the Sunken Pyramid :)

Devils of the Sea

Back Into the Water
- The female pirate captain would make a fine Markessa :)

Shark Week

Most of the Skull and Shackles minis, in fact, would work great with the Sunken Pyramid adventure.

For that matter, The Sunken Pyramid would fit quite well as a side quest/adventure for GMs running Skull and Shackles!


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Marc Radle wrote:

For those planning on running this adventure, be sure to check out these Pathfinder Battles minis, they are perfect for use when running the Sunken Pyramid :)

Devils of the Sea

Back Into the Water
- The female pirate captain would make a fine Markessa :)

Shark Week

Most of the Skull and Shackles minis, in fact, would work great with the Sunken Pyramid adventure.

For that matter, The Sunken Pyramid would fit quite well as a side quest/adventure for GMs running Skull and Shackles!

I have already got it placed in with my Razor Coast and Skull & Shackles material!

Liberty's Edge

Sounds great Feros! I kind of wish I was running Skull and Shackles - I'd love to place this adventure in there as a side quest :)

Someone else will have to do it and report how it goes here so I caqn live vicariously through them ;)


I am definitely getting this. Have picked up a couple of your products (villains, shadowed keep, and portcullises) and loved them all. Quick question... How hard would it be to integrate it into a little mini-campaign with From Shore to Sea? Doesn't matter, but I thought it might be fun.

Sovereign Court Publisher, Raging Swan Press

Thanks very much for the kind words, Boldstar. I'm glad you like Raging Swan's stuff.

As to if Sunken Pyramid would integrate with From Shore to Sea, I don't see why it wouldn't. While Blackcove doesn't really work if you substitute it for White Moon Cove the two settlements could be close to one another. In fact, given they are so different in theme, you could work in some tension between the two places.

Let me know how it goes; I'm looking at including From Shore To Sea in my own campaign later in the year.

Liberty's Edge

boldstar, I'm not all that familiar with From Shore to Sea (though I hear it's fantastic!) but from what Creighton says, it sounds like it should work fine as a mini-campaign.

I'll second what Creighton said - Let us know how it goes!

Liberty's Edge

Very pleased to see that Endzeitgeist's wonderful review of the Sunken Pyramid was featured in the newest issue of Pathways!

Be sure to download your copy of the issue - it has lots of great stuff AND it's FREE!

Liberty's Edge

Kind of off topic but ... fans of Raging Swan not already following the amazing Kobold Press Deep Magic kickstarter might want to check it out.

Beyond being what just might be one of the coolest books of Pathfinder compatible spells, magical archetypes, bloodlines etc .... the currently Wizard Locked $105,000 stretch goal will be of particular interest to fans of Raging Swan!

I signed a pact with my own blood not to reveal any more than that but ... it's very cool!!!

Deep Magic Kickstarter


Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I couldn't hold out any longer! Purchased!

Liberty's Edge

Elorebaen wrote:
I couldn't hold out any longer! Purchased!

Excellent, hope you like it!

And ... I would not weep should you decide to post a review :)

Liberty's Edge

The Sunken Pyramid has been receiving lots of very positive feedback, not to mention 6 out of 6 5-star reviews :)

I'd love to hear some actual reports from people that are running and/or playing it!

And of course, a few more reviews are never a bad thing :)

Speaking of reviews, here one that's short but sweet:

RPGNow Sunken Pyramid Review :)

Sovereign Court Publisher, Raging Swan Press

Elorebaen wrote:
I couldn't hold out any longer! Purchased!

That's jolly decent of you! Thanks so much! I hope you enjoy it.

Contributor

Sorry, Creighton! I haven't forgotten you. I wanted to run this module before I reviewed it, but when I gave my players a choice of three adventure hooks to pursue, they picked another one first.

Don't worry! We're a-coming! D:

Review Hint: BUY THIS MODULE. I'll tell you why you should do so in a week or two. ;-P

Liberty's Edge

Alexander Augunas wrote:

Sorry, Creighton! I haven't forgotten you. I wanted to run this module before I reviewed it, but when I gave my players a choice of three adventure hooks to pursue, they picked another one first.

Don't worry! We're a-coming! D:

Review Hint: BUY THIS MODULE. I'll tell you why you should do so in a week or two. ;-P

Looking forward to reading your review! :)

Liberty's Edge

Marc Radle wrote:

For those planning on running this adventure, be sure to check out these Pathfinder Battles minis, they are perfect for use when running the Sunken Pyramid :)

Devils of the Sea

Back Into the Water
- The female pirate captain would make a fine Markessa :)

Shark Week

Most of the Skull and Shackles minis, in fact, would work great with the Sunken Pyramid adventure.

For that matter, The Sunken Pyramid would fit quite well as a side quest/adventure for GMs running Skull and Shackles!

Be sure to check out the awesome hammer head shark from the latest Skull and Shackles mini preview!

Yet another mini that would be PERFECT for running the Sunken Pyramid! :)


I could go on and on about this for hours on end, but I have things to do today! The review may be lengthy but all things considered it's fairly truncated. Five stars and may the gods have mercy on your souls, for certainly Nahuatal shall not.

This is going into my Savage Tide campaign. Farshore will make a lovely White Moon Cove.

Raging Swan, you now have my attention.

Contributor

Still working through the Adventure, here are some notes:

1) My players came up with the (awesome) theory that the sea devils were afraid out of the lighthouse because of their light blindness and the sounds described as coming from under the lighthouse was actually the attempted destruction of the Cyclops by essentially eroding away the land underneath it via erosion. It was an awesome theory, so I ended up adding an encounter to "save" the lighthouse. Naturally, it was damaged anyway and the Night 1 encounter happened regardless ....

2) That huge raid encounter was surprisingly difficult for my group (partially because they split up, see above). We were a little bit hazy on how the shark tooth amulets actually work. They're sort of vague. I'm getting the impression that you wear the amulet and then you can use it to cast waterbreathing on anyone (CL 5), but if you move more than 5 feet from the wearer, the amulet ends. So ... what's the drawback if I wear an amulet and cast it on myself? That its only 5 minutes per day? I guess that's a pretty good drawback, but not a huge one.


I think it's like an aura-type effect, that automatically grants the water breathing to anyone within a five-foot radius of the wearer.


2 people marked this as a favorite.

Wow! For someone that loved the Old U1-3 series, this sounds awesome, and with seven 5-star reviews.... On my wishlist!!!

Sovereign Court Publisher, Raging Swan Press

Thanks so much for the very flattering review, Orthos. It's jolly decent of you to take the time. I'm delighted you enjoyed The Sunken Pyramid so much.

Sovereign Court Publisher, Raging Swan Press

Orthos wrote:
I think it's like an aura-type effect, that automatically grants the water breathing to anyone within a five-foot radius of the wearer.

Pretty much spot on. Basically, wearing the amulet you can cast water breathing as normal, but the effect ends for any given subject if it moves more than 30 ft. away from the amulet. The sahuagin use the item to control air-breathing prisoners.

Liberty's Edge

1 person marked this as a favorite.

Thanks so much for the well thought out and thorough review Orthos! Really glad you like this, I could not be happier with how this adventure turned out and it's awesome so many people are digging it.

Wow, that makes 7 out of 7 5-star reviews! I could not be more thrilled (unless of course, this got a few more 5-star reviews :)

Oceanshieldwolf, you are very correct in mentioning the AD&D U1-3 series - not sure if you saw my design blogs on the Sunken Pyramid, but the Sinister Secret of Saltmarsh and it's two sequels are HUGE favorites of mine and absolutely have their influences here!

Alexander Augunas, that's a really interesting theory about the old lighthouse! I actually have a very specific idea for what is and isn't going on at that lighthouse ... maybe someday I might flesh it all out into an adventure ... :)


Marc Radle wrote:
Alexander Augunas, that's a really interesting theory about the old lighthouse! I actually have a very specific idea for what is and isn't going on at that lighthouse ... maybe someday I might flesh it all out into an adventure ... :)

Consider me further intrigued.

Liberty's Edge

Heh heh, me two actually :) When I was writing the White Moon Cove section, the old lighthouse really inspired me even as I was writing it. I actually had more info in the write up but realized it was just too much compared to the other town background entries.

I definitely hung on to those notes though! :)

Liberty's Edge

Lots of great reviews! Anyone care to post any actual play experience? I'd love to hear how things went for folks that have been able to run the adventure :)

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