Pathfinder Adventure Path #160: Assault on Hunting Lodge Seven (Agents of Edgewatch 4 of 6)

3.20/5 (based on 6 ratings)
Pathfinder Adventure Path #160: Assault on Hunting Lodge Seven (Agents of Edgewatch 4 of 6)
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The Agents of Edgewatch Adventure Path continues! Armed with the identity of a powerful Norgorber cultist belonging to the so-called Twilight Four, the agents infiltrate a soiree of alchemists and poisoners in order to apprehend the sinister Infector in his underground hideout. But before they can get their high-ranking criminal back to headquarters, foul weather and bureaucratic obstructions force them to hole up in the abandoned Hunting Lodge Seven, where they must barricade themselves against mysterious assailants and assassins intent on getting at their prisoner. Can the heroes stave off the assault long enough to see the Infector put behind bars? And what occult mysteries will they uncover when they pursue their next lead, a foray into the haunted old amusement park called Harrowland?

“Assault on Hunting Lodge Seven” is a Pathfinder adventure for four 12th-level characters. This adventure continues the Agents of Edgewatch Adventure Path, a six-part monthly campaign in which players take on the role of city watchdogs and dole out justice to Absalom's most nefarious criminals. This volume also includes new rules and inspiring details about the legends of the mysterious Harrow, tales of some of the countless mortals aspiring to divinity via the Test of the Starstone, and a mob of new monsters and villains for urban fantasy campaigns.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

ISBN-13: 978-1-64078-277-8

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Roll20 Virtual Tabletop
Archives of Nethys

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Assault on Player Agency

3/5

Chapter One

An abrupt start to book four of the AP, the adventure begins in the middle of combat, which is a bit jarring. I had to re-read the conclusion of the previous book to make sure I hadn't missed anything. There follows a lengthy flashback/info-dump, hastily introducing three new major NPCs. There is a sidebar defining the in media res narrative structure, but I'm not sure why it was necessary at all, except maybe to streamline the opening or cull the word count.

The heroes are then presented with a potentially overwhelming enemy force and herded into a short and altogether unnecessary dungeon that I will likely cut entirely should I ever get to run this AP.

The party must then infiltrate a convention of evil alchemists to bring one of the primary villains to justice. This is a really cool idea. The three tests the party must complete to register for the conference are kind of lame, they each boil down to a boring knowledge skill roll. I would probably just give the players the opportunity to jump a group of attendees and steal their identities.

After infiltrating the convention, the party make their way down to a hidden dungeon beneath the revel. Their disguises are no longer of any use and the action switches from social stealth to kick door/kill monster. The dungeon has an interesting vibe, with laboratories set up to study and milk poison from various venomous beasties. There are plenty of opportunities for the party to gather incriminating evidence of unlawful and immoral experimentation and bring the perpetrators to justice. Once the party have found and apprehended their quarry, yet still have to extract him from the dungeon.

Overall, with the exception of the bizarre in media res opening, this is a pretty strong opening chapter.

Chapter Two

Arresting their target is only the start of the agent's troubles. Now they must detain him within the titular hunting lodge for a 72 hour period, while their superiors quibble over jurisdictional issues. It's made clear thar the party are not to interrogate or execute the prisoner, only keep him locked up until someone else decides what to actually do with him. Unfortunately, nobody mentions that the lodge is haunted.…

This chapter contains a description of the hunting lodge and a timeline of events that unfold over the next three days. Defending the lodge and repelling waves of attackers is fun, but the ghostly forces at work complicate the proceedings. I suspect I would drop the supernatural elements in my own game and focus on defending the lodge from enemies determined to rescue the prisoner.

Chapter Three

In the final chapter, the agent's are sent to investigate an abandoned theme park. This kind of feels like something that was left on the cutting room floor after the Extinction Curse AP, but sure, let's go with it for now.… Slightly more alarming is the boxed text warning that the players are about to be railroaded into a brick wall and how the GM should encourage their players to just go with it for the benefit of the story. The warning is warranted, this is perhaps the most blatant repression of player agency I can recall seeing in any AP. I can see this being problematic for some groups. The author also encourages the GM to dissuade players heading straight to the big finale, as 14th level characters will likely have the ability to bypass the majority of this area altogether.

I can't see any reason why this chapter needed such an outlandish setting, it exists as a buffer between the end of chapter two and the big rail-roady finale. This chapter may as well have been set in a big warehouse. By the end of Assault on Hunting Lodge Seven, the adventure is moving in an interesting direction, but is certainly taking a clumsy route to get there.


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Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Geezus, was this even longer than last one? I have a lot of thoughts :'D

Makes it hard to do grammar checks after posting when they are this long. I feel exhausted after writing each one x'D


1 person marked this as a favorite.
graff wrote:
Just downloaded my pdf version of this one and the interactive map doesn't have the 'hide secret doors' option. Think it got missed on this one as the previous maps had it. Plus one of the maps looks like the art will need a redo to hide the doors as the secret doors are done the same as regular doors (in the middle of a 5 foot square when the walls are depicted as 5 feet thick), kind of a givaway that somethings there.

...four years later, this hasn't been fixed. Yikes. XD

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