Pathfinder Adventure: Troubles in Otari

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Pathfinder Adventure: Troubles in Otari
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Onward to adventure! This exciting adventure anthology expands the realm beyond the hometown introduced in the Pathfinder Beginner Box and brings thrilling new dangers to the heroes' doorstep! Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home!

The anthology's three adventures introduce a number of play styles, including clearing out an abandoned fish camp, a sandbox romp to get to the bottom of sabotage, and a classic puzzle-filled dungeon crawl.

Troubles in Otari's three adventures, written by Jason Keeley, Lyz Liddell, and Ron Lundeen, start at 2nd level and take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home!

This adventure can be used with the Pathfinder Flip-Mat: Troubles in Otari.

ISBN: 978-1-64078-286-0



"Troubles in Otari" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (778 kb zip/PDF).

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

Fantasy Grounds Virtual Tabletop
Pathfinder Nexus on Demiplane
Roll20 Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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just here to offset the guy 1-starring all the PF2E products

5/5


A Decent low level Intro

4/5

Fun to play, a smattering of light roleplay amongst reasonably balanced combats. OK plot. A good starting place.


1/5


A worthy sequel to Beginner Box

5/5

I GMed this for my group.
The adventure is on the combat heavy side and the chapters are barely connected. But the challenge level is on the easy side, as it should be for newcomers to PF2 (APL+1 is the highest enemy you will face).
Overall, I think it's a good alternative to the BB if you don't want pregens and want to run in Campaign Mode.


Expands the Stage They're All But Players On

4/5

Topline Summary: A great on the rails (by and large) set of adventures for GMs to explore the area around Otari as seen in the Beginner Box, giving the party some bases of operation, important contacts in the community, and some somewhat disjointed adventures. Unfortunately by the end there is little to build off if you want to continue your group’s adventures, though read my conclusion for ideas.

Chapter 1: A straightforward continuation of the Beginner Box adventure. Tamily's reasons for disposing of the property are non existent, she outright gives the title to the PCs after they clear it of its current residents when in reality it makes more sense for her to simply pay them, and then sell it, or at least offer them the property in exchange for whatever the group salvages from the land. It's particularly perplexing in that the party is likely going to secure the deed to a keep in Chapter 2. Narratively, there isn't much that connects Under Otari to this starting point and it shows. GM's should have her comment on their aid, and hopefully have read this before running the beginner box. She would certainly mention that she has other properties that need an adventurer's touch when she pays the players at the end of Under Otari.

What you do get in Part 1 isan interesting NPC in Scalliwing, which gives a GM enough to play with and a minder of the shop for the party when they’re away, and a smattering of uninspiring combat encounters. Some of the fights are intentionally under powered via the tactics put in place by the author of this part, but it's unclear why. There are indications that the enemy is supposed to be cunning surprise attacker, but they somehow think a party of four humanoids will be no match for their two minions? It simply rings hollow.

The friendly enough ghost was a missed opportunity to hook parts 1 and 2 of the adventure together. They’re written as having been a descendant of a Pathfinder who hoped one day to become an adventurer, and yet they make no mention of the town or their friends they used to dream of adventuring with (friends who are presumably are now much older and greyer now). A clever GM would do well to have the Ghost put the PCs on a path towards the friend, who can then be used to introduce the wider town to this new set of problem solvers, and provides a useful connection to just how the Quest Giver of part 2 hears about the party.
Overall, the setting doesn’t feel as lived in as it otherwise could given the extensive Gazette about the town in the beginner box.

Chapter 2:The most well laid out part of the module is found in the middle. While the PCs are given an overall goal, how they set about doing it, and the clues they can follow up on allow for enough player agency to make this a satisfying section to play and GM. One thing that could’ve been a bit better would have been to include details for following the tracks of a monster (Ch2.P1.A) which would’ve short circuited a lot of the clue gathering. In fact there’s no mention of this possibility which could flummox inexperienced GMs and it’s an obvious thing players would do given the uniqueness of the monster and the implication of how it’d come to be in town. A recent rainstorm washing away all tracks, or indicating that the tracks lead to the flume would’ve been warranted, or simply there were no tracks to follow.

In terms of, encounter construction, brand new players will need to be prompted to make recall knowledge checks should one of them fail some saves and be turned into a statue (Part B). Likely taken out for a space, a reminder to new GMs about this option would’ve been helpful as otherwise the party is looking at a permanently lost member if they dally too long. Otherwise the encounters continue to expose both the players and the GM to new concepts, which is valuable longer term, but doesn't make for overly connected adversaries thematically.

Chapter 3: While there are hints leading to this Chapter towards the end of Chapter 2, the section would’ve been better served by introducing the idea of Gathering information. Instead the NPCs just magically happen to bring the knowledge the PCs need straight to them. It’s quite hamfisted and doesn’t make a lot of sense unless the GM prompts their players to ask around town. While it seems as if the party is going to face some trouble trying to find the last set of encounters, the DCs are actually quite low for a group of level 5 PCs. Additionally, there seems to be no penalty for failure written in. GMs will have to adjudicate for themselves what it means on a failed Sense Direction check, or even worse a failed Investigate (Nature) check to remember that a particular natural terrain feature is nearby. A failure here would imply that the group would be unable to find the location until they spent X more days looking or been exhausted when they find the encounter with some orcs outside the final area etc, but there’s no such guidance for inexperienced GMs.

The final encounters include classic dungeon traps, and enough variety to make things interesting. A GM looking to break the monotony should use some of the terrain features (pits) to their advantage and try to get the party separated. While the CRB doesn’t have rules for repositioning grabbed creatures a GM should feel free to allow their monsters to do so.

The named monsters in the dungeon have rich enough backstories that should they escape they would make for useful future villains or recurring enemies. New GMs or GMs who have new players and wish to continue the parties adventures would be wise to use Bomela the troll in this way. Once downed she could potentially recover if the party leaves her for dead rather than ensuring her demise. New GMs might find themselves struggling using the final boss. The two bodyguards are relatively weak, and won’t give the leader of the cult much time to act. Of note the author doesn’t seem to understand that the spell Charm will not allow the enemy to get the PCs to attack their friends even if friendly, also note at this point the players will be level 4 and the Charm spell has the incapacitate trait meaning the PCs results will be one degree of success higher (no crit fails). The boss is better off casting Paralyze after using their eye on an enemy, and then using their eye and going into melee. If there is a fighter in the group, or a champion they should use hideous laughter on that PC so they can’t use reactions once seen. Wrapping up this chapter is as simple as recovering the McGuffin and heading back to town. Very strangely, the map has a secret room, but nothing in the text of the module mentions this.

Toolbox Content:Antivenom potion is a potent common item, whose inclusion in a module is odd. Given that antitoxin exists in the CRB and does not allow for a new check against an ongoing poison effect, but the antivenom potion dose for only 3gp more gives you a DC 10 flat check to END any persistent poison damage expect this item to find its way onto a PCs wishlist. Given than poisons in the CRB do not simply do persistent poison, but are conditions its more niche than it would appear on first blush.

The sparkblade is similarly a common magical sword, and seems to function as electric arc once per day (single action!) but the designer of the item neglected to mention if the second creature must be within 30 feet of YOU or of the first creature you had chosen. Whoops.

Maps and Art: The maps are well done and are easy to interpret. They use standard Pathfinder map doors, unlike the beginner box which used larger doors more visible on VTTs. A big thank you to the cartographer or layout editor whichever of you took the composite image for Chapter 2's many smaller maps and made the grids align between them. That alone is worth it's own special rating star, and those little things speak to your professionalism.

Splash page art is gorgeous and evocative, but its funny to see Valeros be both a teenager and a grizzled veteran in the same module. Item and Creature art remains top notch.

Conclusion: If you’re a new GM looking for content having just run the beginner box, this will scratch the itch for your players who want to continue their new adventuring life. For experienced GMs who have read ahead thru the plot, and made their own ways of connecting the plotlines, the story is serviceable. The middle chapter of the module is memorable, as are the unique NPCs in Chapter 1. However, the final Chapter doesn’t give GMs much room to work with unless they plan ahead, or wish to invent the story (see the Troll in Chapter 3). While the over-arching threat from chapter 2 to the town’s economy still looms, it seems like a distant threat that has little to do with the party’s interests, which may be itching for more immediate challenges. Having run many different PFS scenarios over the years, these adventures seem like three scenarios got smushed together in an anthology about the same town. The threads that connect the stories are weak, and NPCs do not re-appear; though they certainly can in any campaign you design around the town.

So as a launching off point for said campaign, the Troubles in Otari module provides you with a possible neutral evil Troll druid and a rival company trying to ruin the economy of your beloved Otari but little else. That said, the beginner box already gave players numerous tools to continue their adventures in the darklands fighting against dark elves (drow) and evil slaving dwarves (dueregar), and frankly its surprising that there wasn’t a tie in to the obvious plot hook of “Here be Dragons” of a tunnel that continues deep underground. So, if you’re enterprising and want to stay in Otari you might jigger a way for the evil slaving dwarves to be working with the Kortos Consortium in some way all as part of a plot by an adult dragon pulling some Drow strings. I mean, dragon eggs must have Dragon mothers somewhere right?


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Paizo Employee Marketing & Media Manager

DM Deevor wrote:
Is this module sanctioned for society play?

Yes, it says so above.

Liberty's Edge

Anyone have any recommendations for maps or flip tiles or anything anyone has used for the second chapter of the adventure? The maps that aren't already on the flip mat that goes with it. Thanks in advance!

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Maps, Starfinder Maps Subscriber

Does anyone have any advice on how long it takes to run each chapter? I'm building the Warhorn listing now and guessing at 2x 5-hour sessions to get through each chapter based on experience with Plaguestone and Slithering.

We're also going through our Flip-Tiles, Map Packs, etc. to develop maps for the other places. I had to do this with Plaguestone as well.

It would have been great if these other locations were included as additional small maps with the Flip-Mat. Perhaps as a Map Folio? Future release? Please?

Grand Lodge

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Agreed. Presumably the author has a map in their mind when writing the encounter. Even if you don't want to include a custom map or an image of an existing Paizo product, can't we at least get some rough insight into which Flip Tiles or Flip Mat might be effective at portraying the author's vision?

Grand Lodge

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I generally don't like to "blame" the product by reducing its review value because of something unrelated to the content, but this one just miffed me a bit. I didn't know that the module included a clean jpeg image of the included maps so when I purchased the module, I also bought a pdf of the Flip Mat. The reason was so I would have a "clean" copy of those maps to use in the VTT. Had I know that jpeg file was included, I would not have also bought the digital version of the separate map product. This is certainly going to lower my rating of this product.

If this is going to be a common practice moving forward, you really need to include it in the product description.


2 people marked this as a favorite.
Artis Barrington wrote:
Anyone have any recommendations for maps or flip tiles or anything anyone has used for the second chapter of the adventure? The maps that aren't already on the flip mat that goes with it. Thanks in advance!

I made some maps for most of the encounters.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
narchy wrote:
Artis Barrington wrote:
Anyone have any recommendations for maps or flip tiles or anything anyone has used for the second chapter of the adventure? The maps that aren't already on the flip mat that goes with it. Thanks in advance!
I made some maps for most of the encounters.

These are well done, thanks for sharing.

Dark Archive

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Woo for this finally being in roll20 :D


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Pathfinder Rulebook Subscriber

I picked this up intending to run it post Beginner's Box, but I'm a bit perplexed. I am looking at the Fishing for Adventure chapter in Troubles and feeling kind of hung up on why the adventurers are gonna fight all these monsters for a home base when they already seem to have homes in the town according to the BB intro. Is there an obvious point I am missing? Outside of getting some XP?

Grand Lodge

Generally speaking, owning property is the first step in escalating wealth and your status in the community. I wouldn't expect the PCs to own property or if they do, its probably nothing more than a hovel.

For my own campaign, all of my PCs are actually coming from Absalom (for various reasons) and are not residents of Otari. They will be paying to stay at one of the local inns over the course of the BB adventure (Menace) so the opportunity to have their own place will not only eliminate the cost of rent, but it will provide them with a secure base of operations.

After Troubles, I will be running a condensed version of Abomination Vaults for levels 5-11 which will occur just outside Otari, so it'll again be a nice base of operations.


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Where do you place the fishing camp in relation to the town?

Spoiler:
and in relation to the "Smuggler's Cave"? (See "Abomination Vaults", beginning of the second adventure.)


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TwilightKnight wrote:
Generally speaking, owning property is the first step in escalating wealth and your status in the community. I wouldn't expect the PCs to own property or if they do, its probably nothing more than a hovel.

OTOH, if the PCs are Otari locals they had somewhere to live while they grew up. It's not likely they were all impoverished peasants, so while they may not own property, their family might.

I understand it's traditional for all adventurers to be wandering orphans, but it's not necessary.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
thejeff wrote:
TwilightKnight wrote:
Generally speaking, owning property is the first step in escalating wealth and your status in the community. I wouldn't expect the PCs to own property or if they do, its probably nothing more than a hovel.

OTOH, if the PCs are Otari locals they had somewhere to live while they grew up. It's not likely they were all impoverished peasants, so while they may not own property, their family might.

I understand it's traditional for all adventurers to be wandering orphans, but it's not necessary.

Even if your father owns a house, he might not be happy to let your 3 blood-covered friends sleep in the living room. :P

And even if the four have specific homes, it's nice to have a place to have meetings on delicate subjects.

My players mainly renovated the camp to be liveable (upgraded isolation) and hired a fisherdog (Shoony!) to be a live-in cook for them. :P
It let them move out of the herbalist's house for the sorcerer (herbalist archetype) and out of the Crook's Nook for the rogue cook.


Elfteiroh wrote:
thejeff wrote:
TwilightKnight wrote:
Generally speaking, owning property is the first step in escalating wealth and your status in the community. I wouldn't expect the PCs to own property or if they do, its probably nothing more than a hovel.

OTOH, if the PCs are Otari locals they had somewhere to live while they grew up. It's not likely they were all impoverished peasants, so while they may not own property, their family might.

I understand it's traditional for all adventurers to be wandering orphans, but it's not necessary.

Even if your father owns a house, he might not be happy to let your 3 blood-covered friends sleep in the living room. :P

And even if the four have specific homes, it's nice to have a place to have meetings on delicate subjects.

My players mainly renovated the camp to be liveable (upgraded isolation) and hired a fisherdog (Shoony!) to be a live-in cook for them. :P
It let them move out of the herbalist's house for the sorcerer (herbalist archetype) and out of the Crook's Nook for the rogue cook.

Yeah, moving out of parent's place for your own is always a good goal.

Paizo Employee Marketing & Media Manager

Pathfinder Adventure: Troubles in Otari, is now on Fantasy Grounds virtual tabletop!


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I’m curious as to which of the three authors wrote which of the three adventures in this book? Is it the same order they are listed in on the cover?

Paizo Employee Director of Game Development

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Davelozzi wrote:
I’m curious as to which of the three authors wrote which of the three adventures in this book? Is it the same order they are listed in on the cover?

Lyz wrote Fishing for Adventure, Ron wrote The Leadbuster Lads, and Jason wrote Under the Three-Eyed Gaze.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Cool, thanks Adam!


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Pathfinder Rulebook Subscriber

A couple of random Under the Three-Eyed Gaze questions...

1. Does remembering the phrase "only those blessed with three-eyed
sight can pass safely" with a DC 16 Religion check really translate to knowing the solution is to link arms and have one character shut one eye? That seems like a leap.

2. Wouldn't it be safer to just cross with your eyes closed?

3. If the hazard only encompasses 60 feet, characters who win initiative could just dash across in one round, right? There's nothing saying it is difficult terrain but sort of feels like there should be.

4. Similarly to question 1, I don't get the check to learn the passphrase for area A4. Why does this aphorism pop into the characters head as a way to get the guard dogs to stand down? Seems like it would make more sense to learn it from a captured enemy in one of the prior chambers.

5. Why did it take months for anyone to realize Thida Aubade had gone missing? Vandy "discovered" her journals, but who the heck was she reporting to all that time if not Vandy? Feels like it would make more sense if it was either only days ago that the reports ceased, or years had passed and this was just an old "cold case" Vandy wanted to reopened to get the sun wheel.


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Is this coming to FoundryVTT at some point?

Paizo Employee Marketing & Media Manager

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OrionDrake wrote:
Is this coming to FoundryVTT at some point?

We have nothing to announce at this time. (It would be a great follow-up to the Beginner Box.)

We are currently focused on new products. Circling back to revisit existing products is another mountain range of effort/profit.


2 people marked this as a favorite.

That's exactly why I'm asking. I just got the Begginer Box for Foundry and
you guys did some amazing work with that one.


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Aaron Shanks wrote:
(It would be a great follow-up to the Beginner Box.)

[Begins requesting "Otari Boxed Set"]

I would really like to see a more deluxe product that lets GMs run both the BB and 'Troubles In Otari' and maybe even the first chapters of Abomination Vaults, complete with pawns*, a really strong Otari gazetteer with expanded character backstories, and more Otari lore.

*Now that the pawns line has been deprecated, I can see them being eliminated from the BB as well. Perhaps they will be replaced by battle cards? If so, face cards for all the named NPCs and some extra 'townspeople' cards, along with three-adjective character sketches and more illustrations of the streets of Otari.

If the BB is being kept inexpensive for ease-of-entry, perhaps this could be on the more expensive side, with a 'home-base-in-a-box' approach. I'm seeing it more as a lore/story product, that allows new-to-Golarion GMs to really engage in the world, and bring their group along with them. IT could even be a 'rules neutral' set so that both 5E (maybe especially 5E) GMs and PF2 GMs could immerse themselves in a new setting.


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Re: "Otari Boxed Set": buy Beginner Box. Buy "Troubles in Otari" hard copy. Open Beginner Box. Put "Troubles in Otari in box. Done. :-)

I've notice one small... mistake I guess. Page 5 of "Troubles" has a handy list of the 28 monsters in the book, with references to the page of the Bestiary on which you can find that monster. Except... "Kobold Trapmaster" is supposedly on page 214. It's not. It's not anywhere except in the GM Guide Beginner Box volume as far as I can find. I haven't looked closely enough at the Kobold Dragon Mage to be sure, but I suspect that a Trapmaster is a Dragon Mage without the Mage abilities but with the trap stuff. IAC they're the same level. Not a big deal anyway.


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Hard ignores silly suggestion :-)

If you need the Kobold Trapmaster stat block, you can find it on page 15 of the BB Game Master's Guide.

For GMs only:

Room 11, the last room in the upper level of 'Menace Under Otari', has two Kobold Warriors and one Kobold Trapmaster protecting access to the stairs to the lower level dungeon. There is a stat block there, plus a couple sentences about how to run the Trapmaster strategically.

Missing: Creature level, languages, skills, core stats

Stats

Perception +6
Items: eggshell necklace, leather armor, shortsword, spear (3), spike trap (3)
AC 19 Fort +7, Ref +10, Will +5
HP 28
Stride [1 action] 25 feet
Melee Strike [1 action] shortsword +8 (agile, finesse, versatile S) damage 1d6 piercing
Ranged Strike [1 action] spear +10 (thrown 20 feet) Damage 1d6 piercing
Hurried Retreat [1 action] If the kobold is adjacent to at least one enemy, the kobold Strides up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy.
Quick Trap [three actions] The kobold trapmaster deploys one spike trap in an adjacent square.
Sneak Attack The kobold trapmaster deals an extra 1d6 damage to creatures that have the flat-footed condition,.
Spike Trap Once this trap is deployed in a square, it deals 2d8 piercing damage to anyone who steps on that square and they must attempt a DC 17 basic Reflex saving throw. A hero takes no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure.
The kobold trapmaster stays where she is, spending all of her actions to lay down small spike traps. If she puts down all three of her spike traps, the then uses her spears to attack the heroes from afar until they approach.

But you're right, it's not in the Bestiary.


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Yeah, there's a more complete stat block in the back of the BB GM Guide, on page 70. Only place I've found it.


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OrionDrake wrote:

That's exactly why I'm asking. I just got the Begginer Box for Foundry and

you guys did some amazing work with that one.

That's exactly the reason I am here, I was looking for Foundry VTT module after finishing the Beginner Box module. Is this never going to be made? It seems the next logical choice for new players & GMs beyond the beginners box.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Never say never. OTOH it may be a while. They do have other things on their plate. See Aaron's post upthread.


Consider this another vote for the Troubles in Otari FoundryVTT module.
It is as if there is a missing bridge betwixt the amazing Beginners' Box module and the astounding Abomination Vaults module for FoundryVTT.

The lack of a Troubles in Oratri FoundryVTT module is a harsh oversight. How many tables are faced with losing the momentum of competing Menace Under Otari?
Why miss the opportunity to support new tables straight through Troubles on Otari and right into the Abominations Vaults if Otari module?

Already modules exist for the following platforms:
• Fantasy Grounds Virtual Tabletop
• Pathfinder Nexus on Demiplane
• Roll20 Virtual Tabletop

Yet the Troubles in Otari module for Paizo's VTT Partner remains lacking.

Paizo Employee Director of Marketing

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Maggard wrote:

Consider this another vote for the Troubles in Otari FoundryVTT module.

It is as if there is a missing bridge betwixt the amazing Beginners' Box module and the astounding Abomination Vaults module for FoundryVTT.

The lack of a Troubles in Oratri FoundryVTT module is a harsh oversight. How many tables are faced with losing the momentum of competing Menace Under Otari?
Why miss the opportunity to support new tables straight through Troubles on Otari and right into the Abominations Vaults if Otari module?

Already modules exist for the following platforms:
• Fantasy Grounds Virtual Tabletop
• Pathfinder Nexus on Demiplane
• Roll20 Virtual Tabletop

Yet the Troubles in Otari module for Paizo's VTT Partner remains lacking.

Message received. We've only just begun to make Foundry VTT products. And fans want a lot of products yesterday but capacity is what it is. It is a good problem to have. Thanks for your enthusiasm.


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Would you purchase a "Troubles in Otari" Foundry VTT Module of Paizo offers it?

As Troubles uses many items from the Beginner's Box, they can leverage those resources already in Foundry VTT. If created with the idea Troubles links "Menance Under Otari" to the "Abomination Vaults AP" I would be very appreciative.

Troubles VTT can add more value by including all other Otari based adventures (q.v. "Otari Adventures" before). With all PDFs, maps, images, etc in Foundry VTT, the Troubles VTT can present ways to integrate Otari based adventures while playing through Menace to Troubles and during Abomination Vaults.

Anyone else interested?

Otari Adventures:
+ Menace Under Otari
+ Troubles In Otari
+ Society Scenario 06:
The Road from Otari
+ Bounty Adventure S01-04:
Bandits of Immenwood
+ Abomination Vaults AP


Aaron Shanks
@AaronShanks8f448

Thank you for the reply.
Paizo products are of such quality and enjoyment it is very hard NOT to request more. The quality & accomplishments in the Foundry VTT modules for the Beginner's Box (Menance Under Otari) & Abomination Vaults AP causes one's imagine similar modules for other products.
Thank you.

Which available VTT Troubles Module is the best to import into Foundry VTT?

Or is the better option to import the Troubles in Otari PDF instead?

Please pass onto everyone my appreciation, satisfaction and admiration for both what they create &support at Paizo and recent stances in the industry.

Silver Crusade

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Troubles In Otari Maps Remake by Narchy - These are maps done by the same person who did the Beginner Box and Abomination Vaults maps. You'll have to make the tokens for the unique actors in the module but at least the maps will look consistent.


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Is there a map of the larger Otari region that shows the locations in Troubles? ...Honestly my big problem with using this in conjunction with Gauntlight is that Gauntlight is twenty minutes walk north of town, so it makes little sense for a group exploring it to want a base that is three hours walk away.


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Lost Omens World Guide has a full-page map of Kortos and Starstone Island on page 13.

You can get the PDF for free right now by using the checkout code opengaming

The only other evirons map is page 8 of Abomination Vaults hardcover compliation or page 65 of the original AP #163, Ruins Of Gauntlight


Already got those, but thanks.

Silver Crusade

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

You also don't have to keep the fishery that far away, as the GM you have the ability to make a change to better fit your campaign. For my game it's only about a mile out of town rather than six.


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Cori Marie wrote:

Troubles In Otari Maps Remake by Narchy - These are maps done by the same person who did the Beginner Box and Abomination Vaults maps. You'll have to make the tokens for the unique actors in the module but at least the maps will look consistent.

Thanks for recommending these! They're beautiful and will work well for my game.

+1 vote for a Troubles in Otari FoundryVTT Module as well!


Terevalis Unctio of House Mysti wrote:
Where can we see the intro on the beginner's box?

Yes, I am looking for the Content for the Beginner's box regarding Ontari. I am particularly seeking the Foundry content download.

Further, I am after the Foundry Content for Menace in Otari, and Trouble in Otari, pretty much all the content for Otari.


Aaron Shanks wrote:
Pathfinder Adventure: Troubles in Otari, is now on Fantasy Grounds virtual tabletop!

Did they release this on Foundry?


OrionDrake wrote:
Is this coming to FoundryVTT at some point?

Yes, is it coming to Foundry?


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Pathfinder Rulebook Subscriber
Valiance007 wrote:
OrionDrake wrote:
Is this coming to FoundryVTT at some point?
Yes, is it coming to Foundry?

No. Currently, Paizo is working with Sigil to do Gatewalkers (and likely, will continue to work with them on the future AP releases), and the Foundry volunteer team is currently working on Kingmaker. Once Foundry is done with Kingmaker, they'll need to figure out where the highest demand is. Could be Troubles in Otari, could be the new Fists of the Ruby Phoenix compilation. Could be something else entirely!

Paizo Employee Director of Marketing

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Ezekieru wrote:
Valiance007 wrote:
OrionDrake wrote:
Is this coming to FoundryVTT at some point?
Yes, is it coming to Foundry?
No. Currently, Paizo is working with Sigil to do Gatewalkers (and likely, will continue to work with them on the future AP releases), and the Foundry volunteer team is currently working on Kingmaker. Once Foundry is done with Kingmaker, they'll need to figure out where the highest demand is. Could be Troubles in Otari, could be the new Fists of the Ruby Phoenix compilation. Could be something else entirely!

Yes, this. But let me say that converting as many adventures as possible to VTT is a win-win-win for you, Paizo and the VTT. It just takes time and money. That is the right problem to have.

Sovereign Court

Aaron Shanks wrote:
Ezekieru wrote:
Valiance007 wrote:
OrionDrake wrote:
Is this coming to FoundryVTT at some point?
Yes, is it coming to Foundry?
No. Currently, Paizo is working with Sigil to do Gatewalkers (and likely, will continue to work with them on the future AP releases), and the Foundry volunteer team is currently working on Kingmaker. Once Foundry is done with Kingmaker, they'll need to figure out where the highest demand is. Could be Troubles in Otari, could be the new Fists of the Ruby Phoenix compilation. Could be something else entirely!
Yes, this. But let me say that converting as many adventures as possible to VTT is a win-win-win for you, Paizo and the VTT. It just takes time and money. That is the right problem to have.

Prioritising Troubles in Otari makes a lot of sense.

Firstly, Foundry appears to have become the most popular and well respected VTT platform for PF2E. The Pathfinder subreddit has been actively directing new GMs and players to Foundry ahead of all other VTTs.

Secondly, Troubles in Otari is being actively promoted as the next adventure after the Beginner Box. So, regardless of whatever feedback experienced GM may be providing, this will be the next product after the Beginner Box that new GMs to PF2E are likely to want. The sooner it becomes available, the better it will be for them.

Thirdly, this product provides a skill and thematic bridge between the Beginner Box and Abomination Vaults (which has already been developed). So beginner GMs can easily move onto an AP after running this adventure, consolidating their interest in our hobby.

And, finally, this is a much smaller project than any Adventure Path.

All other considerations aside, prioritising this project simply makes sense. It would be much appreciated if this feedback could be forwarded to the Foundry volunteer team.

Silver Crusade

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

For Troubles in Otari, it's not *as* nice of a solution, but you can use the PDF to Foundry Module to import the data, which will create actors and journal entries for you, as well as set up maps from the maps in the PDF. In addtion, Narchy, the person who did the Abom Vaults and Beginner Box maps also did maps for Troubles in Otari. There's a foundry module to add his versions of the maps here.

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