Invited to a hunting lodge to attend a grand dinner, the PCs are in for a treat. Initially called forth to go on an exciting hunt the following day, an uncomfortable meal causes some trepidation. The eccentric hunter who inhabits the lodge has other plans for his guests. Can the group figure out what's going on before their dinner is ruined?
This short Pathfinder 2nd edition adventure written by James Jacobs is intended to be completed in a single session and includes four 4th-level pregenerated characters, who make 'use of the new ancestries in Pathfinder Advanced Player's Guide and Pathfinder Lost Omens Ancestry Guide, whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
"Dinner at Lionlodge" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (942 kb PDF).
Pregenerated characters for this adventure are also available as a free download.
Other Resources: This product is also available on the following platforms:
Despite the mediocre ratings on this product, my group had a blast playing this last night: everything fell into place in a very satisfying way that made it one of the better 1-shot scenarios I’ve played. I’ve enjoyed running Sundered Waves, Head Shot the Rot, Band on the Run, and The Great Grav Train Robbery, but this was the best of the lot for my group so far.
One of my four players was unable to play this week, so I ran this as a fill-in game. I wasn’t able to find another player in time to fill the open seat, so I ran the unchosen character (Jaithe) as an NPC. Taking heed of the criticisms in the other reviews here I did alter some aspects of the adventure, which I’ll list below. Dice luck certainly played a role in how well this played for us.
I ran this on Foundry, using the map and images downloaded along with the PDF, as well as the pre-existing assets available in the PF2 setup within Foundry itself (PCs, villains, and one of the traps are already there in the compendiums; just drag them in). I did need to make my own tokens for everything. It took us about 5:15 hours to play through to the end.
How it went:
All three of the characters poisoned by the meal succeeded at their Fortitude saves right off the bat. They performed admirably during the lead-in to dinner, and managed to impress Dorlivin, which in many ways saved them throughout the rest of the adventure. I have a growing reputation amongst my players for rolling lots of natural 20’s whenever we play PF2e, and that certainly continued tonight. Fortunately for them that included rolling for Dorlivin, who would have taken home the Al Capone Untouchable Swing of Excellence Award—if such a thing existed—as he began his night of smack downs.
Dorlivin was able to fill in some backstory and other details, as well as warn them of the trap to area 6 as they explored the lodge. I kept the stone lions around the cage, but the PCs didn’t see a need to go down there. In area A9 I reduced the encounter to only one imp, although they really could have handled two. It was Kellsti with some ranged support against the imp, who ended up breaking out his Infernal Temptation when he was near dead. Kellsti’s player actually took the deal, which could have gone really poorly for them as the only place left to explore on the map was the workroom and its TPK-ing guardian. They did manage to get through that, aided greatly by Dorlivin’s drawing some of the attacks and getting in another crit or two.
I set out at the beginning (via Dorlivin, again) that Auldegrund and the cultists weren’t likely to be back before morning, so they had time for some sleep and to set up an ambush in the dining hall with several placed snares and the overturned dining table for cover. The cultists came in first, managed to step on most of the waiting snares (to little effect), and despite critting several times with their bows, were soon vanquished.
A round or so later Auldegrund was at the door, and a tense combat shifted outside. The dwarf’s past failures certainly came back to haunt him, as Dorlivin—free-willed from the villain’s botched ritual—continued his string of near-max damage crits.
Soon enough our villain was calling on Alocer for aid, morphing into Stage-2 Endboss. Rising into the air on wings of fire, he struck fear into the party! Fortune turned against him, though. His first round was spent missing all of his attacks. I had my players make the flat check to see if Alocer withdrew his favor, and sure enough at the end of the first round of uber-Auldegrund: natural “1” on the flat check. (Not knowing what he was rolling for, I needed to stop my player from using his hero point to re-roll the result. :D ) Auldegrund plummets to the ground, near dead from the revoking of his HP and the fall, prone, frightened 3. The players continue to swing and miss, or chip away for just a bit of damage. It circles around until the only one left to go before Auldegrung acts again is….Dorlivin, with his chance at revenge and a wild hot streak: 2 misses! Auldegrun stands and starts swinging at the Very Injured PCs: miss, critical miss!!
And….Zerrryd steps in and manages to land the killing blow. It’s over, everyone survived, and we can all go to sleep after playing an hour past our usual quitting time. As for the future, Dorlivin weighs his previous plan of throwing himself off a cliff to end his unwanted existence versus the opportunity of teaming up with the one adventuring group of freaks and outcasts on Golarion that could develop into his friends and family. Somewhere deep beneath the earth infernal horns sound as Alocer hunts those that have failed him…
So, with a little tweaking of the adventure and some crazy die rolls on all sides, it all worked out to be a great and suspenseful tale that we will all hopefully look fondly back upon.
Things I changed in the adventure:
• Upgraded all the PCs primary weapons from +1 to +1 Striking
• Swapped out Magic Weapon on Kellsti’s spell list to Bless
• Reduced the imps in A9 from 2 to 1, although 2 would have been OK, in hindsight
• Gave the PCs time to rest before the end encounter
• In the heat of the moment I wasn’t sure how “repairing” Dorlivin really would have worked in 2e, so I just ruled that they could use crafting as medicine to treat injury, as they had all the tools and the magical freezer that built at their disposal, so he was healed up going into the end fights.
This scenario feels like it's almost "there," but there's some elements that keep it back.
The setup is great, but once the cat is out of the bag, it's a standard straightforward adventure where most of the attention went into the setup, but not really the payoff.
The characters are definitely built more for style than for effectiveness. They also lacked a bit of synergy between them. The Rogue can debuff Reflex saves, but no other class targets Reflex with their spells or abilities. The spellcasters have questionable spells. They're serviceable, but I feel like they could've packed a little more oomph. Also, no Striking weapons really hurt, I feel. Especially with the final boss.
Two encounters feel out of whack. As mentioned, the lack of Striking weapons doesn't help, but the enemies feel unnecessarily tough compared to the casters. It was a real scramble here and there. Which is exciting, but can also make you feel hopeless.
Also, like Sebastian said, the Roll20 module had some errors in it that you need to look out for. Spells that have their damage output/DCs messed up can happen through importing, that I can forgive, but several feats were given to the wrong character, and some details were missing on the sheet entirely.
All in all, I'm not as harsh on it as the reviewer below me, but I do feel like this scenario could've been better.
This one really is unduly hard, and the player's characters, while weird and complicated, are not set up well for this type of challenge to the point where it feels unfair.
Honestly, the story is not really helping it much, it's not very appealing. Consider using a mix of other pregens, maybe with a PFS style level bump, you are likely going to have a better time.
If you are the type of GM that prefers making things easier, and the story appeals to you, there is something worthwhile here, but if you want something to run out of the box, there are other, better options.
Personally, I would not recommend this for new players.
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I played on a purchased VTT table and honestly, not sure what happened but I found the number of errors and incorrectly set up things embarrassing.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
pachydermic wrote:
Quote:
This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
Does that mean that this will be released in the same way that those bounties were for Foundry VTT?
Based on the previous one-shot, it means that there are many assets like the maps that are in easy-to-use image format available already outside of the PDF.
A FoundryVTT specific version would have its own page, in the FoundryVTT section.
This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
Does that mean that this will be released in the same way that those bounties were for Foundry VTT?
Based on the previous one-shot, it means that there are many assets like the maps that are in easy-to-use image format available already outside of the PDF.
A FoundryVTT specific version would have its own page, in the FoundryVTT section.
That's right. One-Shots are different than Foundry VTT products.
For Society, will there be bonus AcP if we report our session for that weekend? Like Sundered Waves offered?
There is not; the only way to get bonus AcP for this adventure this weekend is to run or play it at PaizoCon Online! Several tables still have walk-in seats available.
We will know which it is in about an hour. However, 2 of the 3 date indicators point to tomorrow, so I am not expecting to be able to pick up this product when I get back from dinner.
Edit: There is a similar statement from Aaron in the product thread for the Starfinder one-shot, which does release very soon this evening. So the most logical conclusion is that he forgot to edit out the word "tonight" from the posting in this thread.
We will know which it is in about an hour. However, 2 of the 3 date indicators point to tomorrow, so I am not expecting to be able to pick up this product when I get back from dinner.
Edit: There is a similar statement from Aaron in the product thread for the Starfinder one-shot, which does release very soon this evening. So the most logical conclusion is that he forgot to edit out the word "tonight" from the posting in this thread.
That is what happened. Sorry for the typo. This product will go live at 6 PM Pacific on Saturday.
Pathfinder One-Shot #2: Dinner at Lionlodge is also scheduled go live on Astral VTT, Fantasy Grounds and Roll20 at 6 PM Pacific. The PDF pre-gen characters go live then too. My understanding is that PaizoCon GMs get early access and seats at tables are available to play tomorrow and Monday.
I really like the story of this adventure, but the characters felt very under powered for lvl 4 characters.
Movie plot spoiler:
Without +1 striking weapons on the martial characters the boss is pretty much a TPK waiting to happen, especially with inexperienced players. The boss essentially does 4d6+5 dmg from range and even greater once he "enrages" when he still has approximately half HP left. My party did not find the only +1 striking weapon in the adventure so the rogue would hardly do any dmg even with sneak attacks after the resistance to physical, the ranger would do well if twin takedown would hit both attacks. The true strike + Cruel Shot pretty much guaranteed a crit from the boss which was 4d6+6 X 2 + 1d10 from up to 60 feet away. In 3 turns, I had 3 characters taken from 3/4 HP to dying from his critical which I think were a roll of 15 or higher. I believe the encounter would still be challenging if the ranger and rogue had +1 striking weapons, which is lvl appropriate for these characters.
I was excited to run this for my group after enjoying SW so much, but after playing it, no way, not without some major adjustments. The encounter balance was way out of whack. The story was...mostly ok, but overshadowed by the ugh of the combat.
The characters are OK but not nearly as flavorful as the SW characters. Ah well, maybe the next one.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
I played this at PaizoCon...
About difficulty and my personal experience:
Without adjustment, we pretty much walked over all the encounter with almost no HP loss... It actually felt too easy? The adventure leave you LOT of preparation time. We actually missed the golems though. But the boss fight? With traps well placed and good debuff from the Fleshwarp Sorcerer, the boss didn't manage to do ANYTHING. :X
This seems like it will be another adventure where depending on the players, it will either be too hard or too easy...
** spoiler omitted **
This seems like it will be another adventure where depending on the players, it will either be too hard or too easy...
Spoiler:
No mention of the devil? Because of his reach, AoO, resistances, and other abilities I think he was worse for our group than the end boss, tbh. It's pretty awful do go down in range of a reach weapon AoO.
And for our group, since the DC on the craft based stealth of the traps is so low, the end boss just disarmed some traps outside and used his massively incredible ranged attacks to use other traps as a way to hinder the party getting to him. Oh yeah, and summon, of course.
As far as Society play, I know this runs in "Adventure Mode" and interpreted that to mean that you get to apply credit (and get full credit, sans any un-found items) to your society character regardless of a character death. Can anyone confirm this for me?
-Here is the text for Adventure mode from the Organized play guide:
"Adventure Mode is used for adventures not published for society play, and allows the GM more freedom to adapt those adventures, including running the adventure in Pathfinder using GM house rules, and the ability to alter encounters and statistics found in the adventure."
*And here is the text from the sanctioning document:
"APPLYING CREDIT
Players who play through Dinner at Lionlodge, as
well as GMs who run the adventure, can apply the
adventure’s Chronicle Sheet to any of their Pathfinder
Society (Second Edition) Organized Play characters.
Players must decide which character to apply credit to
when they receive the Chronicle Sheet and the GM signs
it. The Chronicle Sheet gives 4 Experience Points and
10 Treasure Bundles appropriate to a character of their
level. It also grants 8 days of Downtime. An individual
may earn one chronicle for playing and one chronicle
for GMing. Replays may be used to earn additional
player chronicles.
Players earn access to the items and options listed on
the Chronicle Sheet through their actions during the
adventure. If the PCs don’t discover an item or fulfill the
conditions described in the adventure to gain access to an
option, cross that option off of each player’s Chronicle
Sheet. If a PC gains access to an option presented on the
Chronicle Sheet that can only be obtained by one member
of the party, they earn that option on the Chronicle Sheet
for all members of their group."
Thanks for any help or clarification. I was pretty sure of my interpretation but someone else called this into question and my third running the other night was a TPK so I need to find out for sure...
How important are the Pregens to this adventure? I know with the pirate one, their stories were important to the story
Is it the same here? I am considering giving my players the choice of building their own or using a pregen.
How important are the Pregens to this adventure? I know with the pirate one, their stories were important to the story
Is it the same here? I am considering giving my players the choice of building their own or using a pregen.
Well pregens are less important here(any sort of famous hunter group works), but for purpose of being society legal for sanctioning, while you can alter the adventure a bit you HAVE to use the pregens as written if you want to give them society chronicles.
How important are the Pregens to this adventure? I know with the pirate one, their stories were important to the story
Is it the same here? I am considering giving my players the choice of building their own or using a pregen.
Well pregens are less important here(any sort of famous hunter group works), but for purpose of being society legal for sanctioning, while you can alter the adventure a bit you HAVE to use the pregens as written if you want to give them society chronicles.
I am the only one who does any Society in my group (I am the forever GM so I play PbP to be able to be a player) so that rule only sucks for me, but it does stink. Thanks for your help!
This is a great one-shot adventure, but it's also very easy (even easier, at least considering the hook) to drop it into your own campaign as a side-trek. Another great one-shot module from Paizo, I'm very happy I purchased it! :)
Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Just a note, the sanctioning documents have not been updated yet. As per this blog post the adventure now awards 4 Reputation with your chosen Faction.
How important are the Pregens to this adventure? I know with the pirate one, their stories were important to the story
Is it the same here? I am considering giving my players the choice of building their own or using a pregen.
Well pregens are less important here(any sort of famous hunter group works), but for purpose of being society legal for sanctioning, while you can alter the adventure a bit you HAVE to use the pregens as written if you want to give them society chronicles.
Surprised no one has said this yet, but this is untrue. The one shots are flagged as "pregens recommended" and the sanctioning document reiterates that.