A group of new adventurers traveling through the village of Etran's Folly—also known as Plaguestone—must come together to solve the murder of a friend. What starts as a simple investigation quickly turns sinister with the discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight. It becomes clear that if these heroes don't intervene to stop whatever evil is brewing, the fall of Plaguestone is all but certain!
The Fall of Plaguestone is the first standalone adventure for Pathfinder Second Edition, designed for 1st-level characters. It tells the story of how a group of strangers band together to form a group of adventurers while saving the town of Etran's Folly from a terrifying fate, serving as a perfect introduction to a new Pathfinder campaign!
"Fall of Plaguestone" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (1.5 MB PDF).
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Fall of plaguestone was the first commerical module I've GM'ed on Pathfinder 2nd edition.
Though the story takes place in Etran's folly, somehow in the middle of nowhere, The story and the main characters are interesting and the module leave enough space for suspense and cliffhangers.
In general, Fall of plaguestone offers quiet hard encounters that might lead to a total party kill, especially for Novice and beginners at Pathfinder 2nd edition.
We had a great time playing this adventure but got absolutely WRECKED by several encounters that appear to be quite overtuned. Experienced GM's can adjust as needed before or even on the fly. Rookie GM's may struggle a bit.
Context: I have GMed this for three different groups.
The Fall of Plaguestone provides a good mix of wilderness adventuring and classic dungeon crawling wrapped in a (mostly) coherent plot, making for a solid adventure -- especially for a product launched alongside a new edition of the game.
The good:
* The art, background, maps, etc. are all very well done
* Includes the bones of a small town, which is handy, especially for first-time GMs
* The villain has an actual motivation, and the heroes get to learn it
The bad:
* Some of the combats are simply too hard and need to be toned down
* The treasure is lackluster and could use a rework
* A map of the general store/tavern would have been nice
The ugly:
* The scale on one of the maps is wrong
* The intro boxed text references a non-existent NPC
Seems like the zip archive is corrupted. I can't open it. I've re-downloaded other products from my Digital Content and they all open without an issue.
I have emailed customer service on your behalf. Ticket # 168481
This is not a true review, just a overview of the condition of the non-mint version. I picked one of the non mints up.
It had a crease about one inch from the open edge of the book. Which causes the cover to curl up a bit and not sit flat. About 25% of the pages inside suffer from the same thing. I am putting a lot of heavy books on top of it and see if I can get it to flatten out to make it stop curling up at the edge. Though the crease on the cover will always be visible even if I mange to completely flatten it back out.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Will a print version of this adventure ever be available again? (I'm looking to start up a new PF2e game and I'd really like to run this module for my players. (Lots are long-time friends/gamers) others are new to it (and most/all) are new to Pathfinder 2e.
(Worst case scenario I realize I could buy and download the PDF) but I'd really like to have a print copy.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
So just an update, I did manage to get a copy of the Fall of Plaguestone (it's a little beat up, but that's okay).
Anyway ... I might have 7 players!!! So ... I'm definitely going to need to beef up the encounters, but I'm not sure if I need to increase every encounter in the adventure. (Obviously adding enemies/creatures is easiest) but with certain encounters (boss encounters) would increasing their HD and abilities be smarter?
I'm still somewhat new to PF2e and I'm not sure what I should do to keep the adventure challenging for a larger group.
Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
7 will be difficult. I'd find ways to add minions.
Spoiler:
Some of the final chapter combats, like the blood ooze, are really tough. Applying elite will boost AC and be frustrating and possibly deadly. Hallod is really the only completely solo encounter. It wouldn't be particularly weird to add some minions there.
And every time I've run this, the party has charged Hallod and someone has gotten downed, or nearly so, by that trap. I'd add extra combatants in almost every case.
The link to PFS document is wrong (It say access denied), here is the correct one:
https://paizo-images.s3-us-west-2.amazonaws.com/image/download/Sanctioned-F all+of+Plaguestone+v2.pdf
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Your correct link gives the same "access denied" error as the original.