Pathfinder Adventure: Rusthenge

4.70/5 (based on 12 ratings)
Pathfinder Adventure: Rusthenge
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Rusthenge is a deluxe Pathfinder adventure for 1st-level characters.

The ruins of Rusthenge have stood silent vigil over the southern coastline of Chakikoth Isle for eons, dating back to the era of the runelords of ancient Thassilon. The town of Iron Harbor was built in Rusthenge's shadow, but now that New Thassilon has risen from the depths of the distant past, the old ruins are coming under unexpected scrutiny. Something sinister is afoot in Rusthenge, and it falls to a brand new band of adventurers to learn the truth of the ancient evil that stirs deep within its long-abandoned halls! This adventure also includes new items and character backgrounds, as well as a pair of new monsters tied to the region's notorious history.

Written by: Vanessa Hoskins.

ISBN-13: 978-1-64078-542-7

Rusthenge is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (968.3 kb PDF).

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

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Really Good Little Dungeon Adventure!

5/5

I have run this adventure over 10 times. It's a simple adventure with the premise of "island hero's learn that bellimarius is still a mean old runelord and save their home from evil thasillonians!" It's easy to grasp and it's gameplay is a short simple Travel to destination > Town to Dungeon and back gameplay loop.

The Hook and the setting of it being out in the middle of nowhere in the archipeligo can take new players/those not familiar with the long running runelord lore and get to see a little glimpse of what the evil runelord is still up to in a pretty organic way.

It DOES hinge on one sort of forced and pretty easy to see coming story moment, but it does have enough reason and supporting content/writing to direct attention away from it and it's a hook most players are going to accept and it leads to a direct REASON to delve the dungeon beyond just saving the world, but a personal one.

It focuses on diseases. But as written the Rust Creep in it offers a 24hr immunity on any save. I always found this to be way too much baby hand holding and if ran that way invalidates the many items Elsie has/the special items and always run without this. Yes it means possible deaths but it also means actually interacting, roleplaying and etc. (My own preference.)

It has a VP system of sabotaging the facility and the ritual that feels pretty hard to miss / like they wanted you to 'play' with it but I always feel like this weird ending based on VP was strange.

The end-fight can be a little bit underwhelming especially if the party has high VP. I usually do a custom extra boss fight at the end of going through the portal to fight the demon lord or a vision/avatar of it and really talk up the fact that this demon lord is going to pollute all of Golarion's oceans/ramp it up in that way.

I find something that always hits is making a custom influence to convince the town to accept the thassilonians and to actually make some ghost content for the gold manor and doing a couple influences with the potential dungeon factions. It's pretty easy to skip over this part of it, but it's usually pretty fun.

It's a mixture of easy themes, good introduction to bigger lore, and just being a nice little dungeon adventure. It ends and suggests to go to Seven Dooms after this, but there's very little story-interconnectedness with that although that AP is very fun and is a good option for continuing a party.


Ring Side Report- RPG review of Pathfinder Adventure: Rusthenge


Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Pathfinder Adventure: Rusthenge
System- Pathfinder 2nd Ed
Producer- Paizo
Price- $24.99 here https://paizo.com/products/btq02epv?Pathfinder-Adventure-Rusthenge
TL; DR- A solid single town dungeon crawl 98%

Basics- Where is the dead guy from from? A man walks to the village and dies. You join a village elder to find where he came from, why he died, and how to stop the death toll from rising! Why is everything rusting and falling apart along the way?

Mechanics or Crunch- I love solid low-level, one-town adventures. You end up in a town, and within a short bit are delving the dungeon. The fights are fun, but balanced. There are not just fights but also enough things happening to give the bard and the rogue something to do. There is not a ton happening outside of town, so the exploration based ranger will be a bit bored, but it's balanced in enough ways to make this a solid play. 5/5

Theme or Fluff- We've got cults, traps, undead, and the friends we make along the way. There is a story the players can unravel and build upon to have a blast. It's not one note, but it is a dungeon crawl for most of the adventure. That is always a blast. 5/5

Execution- This is Paizo! They know what they are doing. BUT! I feel one thing was left a bit loose. There is a way the players can mess with a major end event, but they won't know about it till they get there. I feel the GM is in the same boat. I'd like that emphasized a bit more. Aside from that, this is a fantastic adventure. 4.75/5

Summary- This adventure honestly feels like the first Diablo to me. You have a town where bad stuff happened, and you have to delve a dungeon under it to solve the problem. AND I LOVE IT! I had a blast, the players had a blast, and the story came through. It's got a slight problem, but overall, I'd suggest this to any GM who wants the One town, one dungeon experience. 98%


3/5






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Grand Lodge

I'm excited to start running this adventure in the next month or so, and the Smiteworks folks were kind enough to expedite the release of the Fantasy Grounds version after a request (once I had my pdf).

It has been a while since I picked up a standalone adventure. Do they usually release interactive maps as part of the pdf?

Grand Lodge

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Oh Gods I can't fight the urge to be THAT person...

The henge is the circle of ditches and banks (specifically in the sequence ditch/bank/ditch) not the monoliths.

Sorry, back to your usual program. :)

Grand Lodge

6 people marked this as a favorite.
Pathfinder LO Special Edition, PF Special Edition Subscriber
Darrell Impey UK wrote:

Oh Gods I can't fight the urge to be THAT person...

The henge is the circle of ditches and banks (specifically in the sequence ditch/bank/ditch) not the monoliths.

Sorry, back to your usual program. :)

Yes, you are correct, but we also have humans naming places Hill Hill Hill, so YMMV.

Some pirate or merchant sailed by once, made a note of it and said "it's a bunch of rust trees or something, like... like a henge of rust."

Another sailor said, "You mean like a Rusthenge?"

And on that day, the name was born, never to be changed by the most pedantic of naturalist scholars.

However, I will grant you a special boon for pointing this out. When you run or play this, please only refer to it as "Rustmonoliths." Do not correct anyone else nor explain yourself, just keep saying "Rustmonoliths" with a smile on your face and offer no explaination.


Darrell Impey UK wrote:

Oh Gods I can't fight the urge to be THAT person...

The henge is the circle of ditches and banks (specifically in the sequence ditch/bank/ditch) not the monoliths.

Sorry, back to your usual program. :)

Huh. I could have sworn I responded to this already, commenting that two of my usually pretty good dictionaries have the wrong definition for "henge" but wikipedia gets it right. OTOH, that was about 6 AM, and I'd been up all night, so maybe I'm hallucinating -- or you posted the same thing in another thread. :-)

Paizo Employee Creative Director

7 people marked this as a favorite.

Names of locations aren't always best when they're 100% accurate in definition. Sometimes, places get named for the poetry and emotional impact and the way the word sounds and feels when you say it.

The names "Rusthenge" immediately evokes in the reader what the site looks like in a way other names don't.

Grand Lodge

2 people marked this as a favorite.

Man, I bet people get real upset over Seahenge.

Grand Archive

4 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Another "bad name" example: Canada.
From the official Canada governement website:

canada.ca wrote:
“Canada” likely comes from the Huron-Iroquois word “kanata,” meaning “village” or “settlement.”

So, the 2nd biggest country in the world is effectively named "Fillache" ("Village" with lots of typos). :P


Is it any clue about this coming to FoundryVTT ?

Dark Archive

GorionGolarion. wrote:
Is it any clue about this coming to FoundryVTT ?

Yes a Foundry module has been confirmed. Shouldn't be too far back in this thread.


2 people marked this as a favorite.
NECR0G1ANT wrote:
Great! Rustenge + Seven Dooms sounds like a great 1-11 Adventure Path!

And then Shadows at Sundown starts at lvl 11 , so you can continue the Varisian adventure!

That's perfect as i am running Curse of the Crimson Throne right now and most of the players have played Rise of the Runelords

They will certainly enjoy playing through Rusthenge into Seven Dooms for Sandpoint into Shadows at Sundown after we finish Crimson Throne!


Pathfinder Adventure Path Subscriber

To anyone who’s bought this: what is the general style of the adventure? How much of it is social encounters vs. exploration vs. dungeon crawling, etc?


1 person marked this as a favorite.
Caldwhyn wrote:
GorionGolarion. wrote:
Is it any clue about this coming to FoundryVTT ?
Yes a Foundry module has been confirmed. Shouldn't be too far back in this thread.

Looks like the Foundry module is now available!


11 people marked this as a favorite.

I just completed this adventure yesterday as a player. It's quite good overall, and frankly, a better introduction to Pathfinder 2E than the Beginner's Box.

The module does a number of things quite cleverly:

* It has a NPC healer who helps you out for a couple encounters at the very beginning, giving you "training wheels" that also feel like a natural part of the world and precondition you towards remembering that NPCs have agency, too.

* It has a variety of different (if mostly pretty simple) enemies you fight over the course of the module.

* It presents the players with a small mystery that they get to solve via RP after getting a few combat encounters under their belt, and which has multiple ways of solving it that lead to the next part of the adventure so the players can't really get stuck.

* There are actual stakes - the players aren't just doing it just because, there's a reason why they need to help out and go and continue into these dangerous situations, and it makes sense from an IC perspective that they would do so.

* The combat encounters aren't overly difficult but aren't overly simplistic.

* It teaches players about weaknesses, gives them the tools to exploit them, and rewards them for exploiting them.

* There are RP encounters throughout the module, not just in one place - each section of the game has an opportunity where you can do some roleplaying, and not just going into every encounter with bloody intentions in mind can allow you to avoid fights and get help and allies

* The NPCs who are helpful often have a good, very sensible reason why they are supplying you with stuff rather than joining in to help you fight, so you don't feel like they are just shoving it on the PCs for no reason or leaving the fighting to the PCs for no reason.

* You can disrupt the bad guys' plans in ways that go beyond just killing things that, if the players are paying attention, will allow them to make their life significantly easier.

* The little town in the module is just big enough to be interesting without being so big that you'll get lost in it and derail the adventure.

I liked it a lot! It was a fun thing and it worked very well, and had a bit of charm to it.


Is it good to handle for beginner GMs in PF? I have experience in other games tho...


So, I just started running this and have now gone in and counted up the XP. If I haven't missed anything, the PCs will only level up to 1 if they do *everything*, including all the ways to reach the location of chapter 1's climax, which feels unlikely for the PCs to do. Have I missed something or severely miscalculated?

Other than that, it reads like a great adventure, can easily just milestone it, but this kind of bothers me a little :)

Paizo Employee Creative Director

2 people marked this as a favorite.
diogenes84 wrote:

So, I just started running this and have now gone in and counted up the XP. If I haven't missed anything, the PCs will only level up to 1 if they do *everything*, including all the ways to reach the location of chapter 1's climax, which feels unlikely for the PCs to do. Have I missed something or severely miscalculated?

Other than that, it reads like a great adventure, can easily just milestone it, but this kind of bothers me a little :)

Sometimes, the XP rewards in a chapter do get a bit tight. We generally try to aim for a total amount of rewards of 1,100 or so to build in a little wiggle room, but at the same point, in game, the transition from chapter to chapter doesn't always need to land on a level up break.

If you're worried that your PCs aren't going to get close to 2nd level, you can always give them an ad hock XP award for completing their goals in Chapter 1 to give them a boost. Note also that at the start of chapter 2, in the "Starting this Chapter" section, on page 28, the PCs gain 80 XP for doing just this (exposing the cult and gaining the aid of the villagers). Further, they can gain an extra 40 XP beyond that by delivering a map of Stonehome.

And in retrospect, I think that this section WAS originally included at the end of chapter 1, but when it came time to lay out the adventure, chapter 1 was overlong and chapter 2 was a little short, so moving that section to the next chapter allowed us to keep the page numbers happy and kept me from having to cut a half-page of text from chapter 1 and add a half page of text to chapter 2.


1 person marked this as a favorite.

Just want to point out, what I think is a typo.

On the description of Osprey Cove, the text reads "While Osprey Harbor's..." as well as "Earn income in Osprey Harbor..."

I believe this was a mix-up of Iron Harbor and Osprey Cove.


1 person marked this as a favorite.

There's a couple foes right near the beginning of Chapter 2 that suffer from the "not a good target for the Weak adjustment" that several foes have. Their description and capabilities also don't line up very well. As a result I did a small rework for any GMs that may wander over here.

Spoilers for Encounter in D2:
The creature in question has very high hardness for a Level 1 creature, and this doesn't get adjusted by the Weak adjustment. For my group fighting two of these at once would have been needlessly brutal for what should be a low-to-moderate encounter. This edit emphasizes the rusted nature to weaken the hardness and adds some boar/bull flavor.
Replace the Weak Animated Armors with the following:

Rusted Bull Armor - Creature 1
[medium][construct][mindless]
Perception +4; darkvision
Skills Athletics +7
STR +3 DEX -3 CON +4 INT -5 WIS +0 CHA -5
---
AC15 (11 when broken); Fort +8, Ref +2, Will +3; construct armor
HP15; Hardness 5; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Construct Armor Like normal objects, the rusted bull armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once it is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 11.
---
Speed 20 ft
Melee [a] horns +8 (forceful, magical), Damage 2d4+2 piercing
Melee [a] gauntlet +7 (agile, free-hand, magical) Damage d6+2 bludgeoning
Reckless Charge [aa] The armor strides twice and then makes a horns strike with a +2 circumstance bonus to its attack roll. It becomes off-guard until its next turn.


So our GM has noted that they have no idea why Iron Harbor has the flag of Xin-Eurynthia. Does anyone else know?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
DemonicDem wrote:
So our GM has noted that they have no idea why Iron Harbor has the flag of Xin-Eurynthia. Does anyone else know?

Iron Harbor itself isn't. The ship (trireme) is. The ship and crew are from Xin-Edasseril.


Curmudgeonly wrote:
DemonicDem wrote:
So our GM has noted that they have no idea why Iron Harbor has the flag of Xin-Eurynthia. Does anyone else know?
Iron Harbor itself isn't. The ship (trireme) is. The ship and crew are from Xin-Edasseril.

Thanks for the correction. Still doesn't make much sense. Could just be an error, which is pretty funny because I spent the whole AP questioning people about it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
DemonicDem wrote:
Curmudgeonly wrote:
DemonicDem wrote:
So our GM has noted that they have no idea why Iron Harbor has the flag of Xin-Eurynthia. Does anyone else know?
Iron Harbor itself isn't. The ship (trireme) is. The ship and crew are from Xin-Edasseril.
Thanks for the correction. Still doesn't make much sense. Could just be an error, which is pretty funny because I spent the whole AP questioning people about it.

What part doesn't make sense? It's explained very clearly in the module.

Spoiler:
Lord Meitremar (who is also from Xin-Edasseril) paid passage on the Swordfish (the trireme) from Xin-Edasseril to Thoska Isle, then mid travel, asked to change course to Iron Harbor and promised extra reward when they return to Xin-Edasseril. The ship is just flying the colors of the city its from...


Curmudgeonly wrote:
DemonicDem wrote:
Curmudgeonly wrote:
DemonicDem wrote:
So our GM has noted that they have no idea why Iron Harbor has the flag of Xin-Eurynthia. Does anyone else know?
Iron Harbor itself isn't. The ship (trireme) is. The ship and crew are from Xin-Edasseril.
Thanks for the correction. Still doesn't make much sense. Could just be an error, which is pretty funny because I spent the whole AP questioning people about it.

What part doesn't make sense? It's explained very clearly in the module.

** spoiler omitted **

Xin-Edasseril is not Xin-Eurynthia

Grand Lodge

The only mention of Xin-Eurythnia describes it as "Belimarius's capital city" in literally the next three words. It's very clearly a typo, and should say Xin-Edasseril, because that's Belimarius's capital city.


Sasha Laranoa Harving wrote:
The only mention of Xin-Eurythnia describes it as "Belimarius's capital city" in literally the next three words. It's very clearly a typo, and should say Xin-Edasseril, because that's Belimarius's capital city.

Thanks. They didn't share this. I spent the whole AP asking every NPC why there was a flag of Xin-Eurynthia here. I thought it was some sort of Envy-bait.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
DemonicDem wrote:
Curmudgeonly wrote:
DemonicDem wrote:
Curmudgeonly wrote:
DemonicDem wrote:
So our GM has noted that they have no idea why Iron Harbor has the flag of Xin-Eurynthia. Does anyone else know?
Iron Harbor itself isn't. The ship (trireme) is. The ship and crew are from Xin-Edasseril.
Thanks for the correction. Still doesn't make much sense. Could just be an error, which is pretty funny because I spent the whole AP questioning people about it.

What part doesn't make sense? It's explained very clearly in the module.

** spoiler omitted **

Xin-Edasseril is not Xin-Eurynthia

ha, thanks for pointing out my part in adding to this confusion!


Aaron Shanks wrote:
SatiricalBard wrote:
James Jacobs wrote:
It's for 1st to 3rd level characters.
Can I make a hopefully constructive suggestion, that this be added to the official text at the top of the page? It's good information for everyone to have!
Yes, I have requested every adventure product page now say what levels it covers, above the line, both in the future and retroactively.

And when will this be executed?


On the fourth Tuesday of next week. At dawn.


1 person marked this as a favorite.

Another bit of advice for any GMs looking to run this one.

Spoilers for final boss encounter:
You may want to give some thought for how the vulnerability of the Vloriak demon in the final encounter functions, since *as written* it is utterly self defeating. It has the following:

Rusthenge wrote:
Restoration Vulnerability A vloriak suffers agonizing pain when a creature or object recovers from a debilitating effect in its proximity. The first time in a round in which a creature who is affected by a negative condition and is within sight of the demon reduces that condition's value, the demon takes 3d6 mental damage and cannot Lick Rust on its next turn.

The problem here is the idea that ANY condition with a value that gets reduced causes damage to the vloriak. This includes:

- The vloriak uses its paralyze spell and makes a hero stunned 1. When they reduce their stunned condition, the vloriak will take damage.
- The vloriak downs a player character and they become dying 1. When they reduce their dying condition by any means, the vloriak will take damage.
- Meitremar uses the horn's stinking cloud. A hero that becomes sickened and then clears the condition will cause the vloriak to take damage.
- A vloriak that uses its intimidation bonus to demoralize will take damage when its victim recovers from frightened 1.

It is very easy for the Vloriak to take damage every round through no purposeful action from the party (though keep in mind it can trigger only once per round), and in practice it is all but impossible for it to defeat any PCs because their successful recovery checks while dying will likely finish it off.

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