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![Thevanan Quain](http://cdn.paizo.com/image/avatar/21ThevananQuain.jpg)
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?
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![Brigh Statue](http://cdn.paizo.com/image/avatar/PZO9086-Brigh3.jpg)
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.
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Ed Reppert |
![Abra Lopati](http://cdn.paizo.com/image/avatar/PZO9063-Abra_90.jpeg)
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. :-)
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![James Jacobs](http://cdn.paizo.com/image/avatar/private/JamesJacobs.jpg)
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.
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![Mask](http://cdn.paizo.com/image/avatar/Plot-mask.jpg)
Another "bad name" example: Canada.
From the official Canada governement website:
“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
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Lukeeez85 |
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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!
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SatiricalBard |
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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!
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Titanium Dragon |
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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.