Pridon's Hearth is Sargava's newest colony, pushing the country's borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!
Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region.
Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!
This 'mini campaign' is the 1st adventure my group has played after graduating from the beginner's box to the full rules.
Party consists of :Half-Elf Druid, Aasimar Paladin, Grippli Inquisitor.
I started them at Lvl2, as they are 1 PC down (Questionable, given the Druid, but that's by-the-rules adjustment).
What a brilliant module ! This has a unique vibe & theme; primitive, swampy, malaria-riddled colonial outpost.
It's got a perfect blend of Role-playing social encounters, Dungeon-Crawling & Hexploration. So many of the NPCs & even nominal 'monsters' are interesting & offer multiple ways to engage/ negotiate/ overcome/ destroy.
There are loads of plot & personality hooks that you can run with & the organisation is generally very good.
My players really engaged with the settings, plot & NPCs & are now entering the final map of the adventure at level 5, pushing level 6.
I'd honestly be hard-pushed to recommend a better 2nd adventure for players who have perhaps a short introductory adventure under their belt.
I should add that this is a home game, not organised play & it's taken us ages to get through, but this is not a bad thing & more a reflection of the fact that this is quite a casual group, rather than anything to do with the module per-se. In some ways, it's a complement, because the adventure has so many hooks & interesting characters that the players naturally engage with them & that ends up taking a bit longer.
This is one of the best modules / adventures I've played.
Intriguing plot with mystery
Variety of play in each chapter, including combination of quests, sandbox & crawl
Fantastic NPCs & town
I got the chance to play this module as part of a 24 hour fundraiser, so we played the entire thing straight through. As such, details are hard to come by.
We had a full party most of the night (6 people) and still faced challenges and had fun the entire time.
The NPCs made an impression throughout the entire adventure, spinning off multiple recurring jokes and helping to develop our own (brand new) characters.
The setting was also great to play in - an area that hasn't been explored nearly as much as it could be.
Update: I was able to play the module recently, albeit modified to fit into a more reasonable day. I think we completed it in about 11 hours, but we also had cut a number of the encounters. Exploration remains very long. I was glad that we cut out several sections for time.
Original review:
I had a much more in-depth post, but the website ate it. I ran this module as part of a 24 hour fundraiser event.
Fort Breakthrough: Solid first level adventure, very engaging to the party. Est run time: 4.5 hours.
Storm: Perfection. Very quick, but the players really engaged with the town in a way no other adventure ever has. The players absolutely loved Oyin and I loved how much a mundane cat added to the personality of the adventure. The subsystem was basically run over by the party of 6, who would have had enough successes for the best result even if they skipped everything after the skill check section. Est run time: 1.5 hours.
Out of town: LONG! Probably two sessions of content. Some excessive filler, IMO, that didn't particularly advance the story (esp. the coral capuchin thing). Travel to set pieces means you have to spend a lot of time re-establishing what the players are doing. Weather was interesting for a while, but really frustrated the archer in the group. Est run time: 9 hours.
Sky Tempest Temple: We were exhausted by this point, so I'm unable to be completely fair to the content here. The only thing that truly mattered to me was the MIREBORN LIZARDFOLK CHAMPIONSHIP! It was a hit with the PCs and it woke me up quite a bit after being about 18 hours into the module at this point, including our breaks.
Daruthek's lair: I really can't be fair to this - we rolled up on this at about 19 hours in and the players could have bodied every encounter in here without much issue. Daruthek is really cool as a villain, but I felt like the encounter lacked a bit of oomph. That may have just been the tired talking at that point, though.
What is the definition of a deluxe adventure? I am just curious as to know if it differs from the new module format or if it is marketing lingo for awesomeness awaits inside. If so, bring on the deluxeness!!!!
Does "harrowing mysteries" hint at harrow decks and the like or am I reading too much into the choice of wording?
You are reading too much into the wording; Sargava is about as removed from Varisia as you can get. But you're always welcome to lift some of the Harrow rules from Curse of the Crimson Throne or use the Harrow Plot Twist suggestions from Occult realms to give your PCs some direct and second chances. If you feel like borrowing the Crimson Throne harrow rules, I would highly recommend Wisdom or Constitution as the dominant suit for this adventure.
I'm glad to see Paizo remembering that all beginning GMs and players need content, too. I hope the recent dearth of low-level content is not revisited, as it has been a real struggle to get people interested in the game when they have nothing to play.
I'm glad to see Paizo remembering that all beginning GMs and players need content, too. I hope the recent dearth of low-level content is not revisited, as it has been a real struggle to get people interested in the game when they have nothing to play.
Funny, and here I thought there was a great deal of low-level modules you can choose from.
I'm glad to see Paizo remembering that all beginning GMs and players need content, too. I hope the recent dearth of low-level content is not revisited, as it has been a real struggle to get people interested in the game when they have nothing to play.
Funny, and here I thought there was a great deal of low-level modules you can choose from.
Not one of which is still in print. Meanwhile, I can still buy high level adventures as old as the 3.5 stuff Paizo used to make. When my distributors are out of every single 1st level adventure, including recent Adventure Path volumes, there is a problem.
I'm glad to see Paizo remembering that all beginning GMs and players need content, too. I hope the recent dearth of low-level content is not revisited, as it has been a real struggle to get people interested in the game when they have nothing to play.
Funny, and here I thought there was a great deal of low-level modules you can choose from.
To be fair, the same can be said about all level tiers. There's a very solid range of levels covered by Paizo's products (and 3PP as well), and yet we all want more. :)
I'm glad to see Paizo remembering that all beginning GMs and players need content, too. I hope the recent dearth of low-level content is not revisited, as it has been a real struggle to get people interested in the game when they have nothing to play.
Funny, and here I thought there was a great deal of low-level modules you can choose from.
Not one of which is still in print. Meanwhile, I can still buy high level adventures as old as the 3.5 stuff Paizo used to make. When my distributors are out of every single 1st level adventure, including recent Adventure Path volumes, there is a problem.
"The Godsmouth Heresy", "Murder's Mark", "The Dragon's Demand", "Risen from the Sands" (and "We be Goblins") are all still in print and available.
I don't know why you can't get them, as even my local flagstore owner in germany keeps them in stock with no problem.
But more 1st level adventures are always good because once you played the few available ones you need more.
"The Godsmouth Heresy", "Murder's Mark", "The Dragon's Demand", "Risen from the Sands" (and "We be Goblins") are all still in print and available.
I don't know why you can't get them, as even my local flagstore owner in germany keeps them in stock with no problem.
No, they are not. Distributors do not have them in stock, nor are they listed as an item that can be backordered. That means they are out of print. Paizo may still have copies, but they are not distributing them through retail channels any longer. Your store may have had an overstock of them, which I used to maintain as well. They're just all gone in the US, now.
By the way: "Risen From the Sands" is not a 1st level adventure. It and "We Be Goblins" are also Free RPG Day modules, and not available through retail channels.
"The Godsmouth Heresy", "Murder's Mark", "The Dragon's Demand", "Risen from the Sands" (and "We be Goblins") are all still in print and available.
I don't know why you can't get them, as even my local flagstore owner in germany keeps them in stock with no problem.
No, they are not. Distributors do not have them in stock, nor are they listed as an item that can be backordered. That means they are out of print. Paizo may still have copies, but they are not distributing them through retail channels any longer. Your store may have had an overstock of them, which I used to maintain as well. They're just all gone in the US, now.
By the way: "Risen From the Sands" is not a 1st level adventure. It and "We Be Goblins" are also Free RPG Day modules, and not available through retail channels.
That is interesting to hear and of course you are right to want more entry level modules (and with what you said about Risen from the sands and We be goblins) .
There were some people asking for a reprint of Crypt of the Everflame in conjunction with the re-release of the flip-mat classics: dungeon.
The Godsmouth Heresy and Murder's Mark are also pretty old and only limited numbers of those remain in Paizo stock.
But in november 2015 there were still more than 1000 of "The Dragon's Demand" in Paizo's warehouse.
It is odd that they don't offer that module to retailers.
Let me join in the chorus of those applauding the creation of another adventure for low-level characters. As it will take characters to 6th level it looks to be more in the vein of The Dragon's Demand than some of the more recent modules. Don't take that as a complaint, I think that's awesome.
I hope it will be sanctioned for PFS play either at release or shortly thereafter.
I like low level modules, too. Ire of the Storm looks great! I have to say that I miss - just a little - the smaller modules. Of course the 64 pagers are terrific because of the depth of content. The smaller jobers require less of a commitment and allow for something closer to sandbox play. Anyway, not complaining. Just typing out loud.
This looks like a great module! A low lvl adventure but it allows players to get to sixth lvl. This and dragons demand allows players to really sink their teeth into the Pathfinder system without having to worry about an adventure path.
I hope this is sanctioned as well. Of course, with hated Aspis Consortium about, why wouldn't it?
Good timing for this one; just about to start the Serpent's Skull AP and I was looking for a little more material in that part of the world to draw upon for my players to keep them from feeling railroaded, especially early on in the adventure. And since one of the players has said he wants to play a lizardfolk, that's even better. :)